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Yes it is and there is more than one way of fulfilling this.
I don't know too much detail yet I can say that a new Unit Type can be made and function.
A new "behavior" weapon can also be made and have a shared drop under a default Unit Type.
(Flamethrower, Machine Gun, Cannon, all under "Cannon" yet act as uniquely different weapons).
That's because the documentation and even the tool itself is lacking in "easy guidence" as to how this is done.
What I do know is that in order to make anything function with new stuff in the game including new Types requires the adding of many things.
So new weapon types have to be made, new registeries have to be made, new recognition within the loot has to be made, new access to be used by classes has to be made, new access to reacting to embers and skills has to be made.
It borders on Game Engine stuff almost in terms of work loads.
Here is a Torchlight modder website forum that may help you further:
http://torchmodders.com/forums/index.php
And I'll also provide this Link for default weapons and embers:
https://tidbi.ru/eng/tindex.html
I am so glad to hear! With Guts and Torchlight, we modders and advisors need all the help we can get!
Hence after some helpful dialog with a few modders years ago I then vowed that I would help others when I realized that some of this wonderful info was just waiting to be given out for free (after all the hard work they have done it was the least I could do to spread the word and return them the favor they granted me)!
^_^
I guess the only mods where I saw a Kunai listed as a "weapon" (instead of a sword) was the Far East Pack while all other unique weapon mods I've seen so far have used the method of a shared Weapon Type.
I'm happy to hear that you are digging into this area of Guts since it is little known as said previously.
As far as time goes well I find that this community is a patient one... the most recent useful additions were furthered by "doudley" although he never bothered with weapons while most other mod authors focus on Combat Classes.
I was happy when "Viz" dug up and added some Flamethrowers to his mod pack while someone else added some Sniper Rifles...
But to list them (along with Ninja Stars) under a new weapon type would be amazing if possible.
That again was helpful. Now i have a reference and i can look into that mod to learn a bit faster :) thank you man!
You are welcome as I am more than happy to assist a fellow modder (Although I have not made the jump into modding myself yet). ^_^
= = =
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=660068853&searchtext=extra
I think the "Fist Wraps" is a new weapon type added in this mod (for the Monk class) since players have stated that it can't be upgraded normally (it isn't a Claw).
Classes consist of "Hum_M", "Hum_F" and "Hum" so if the new weapon works with those units then it will work with all modded classes minus maybe not being visible on stuff like werewolf classes which are a rarity.
Compatibility between mods comes down to the unit number "id" it is given being unique which is different from it's visual name.
Restricting weapons to a class is usually limited to that class starting with that weapon (yet usable by other classes) since I have only seen clothing restricted from classes exclusively so far.
I must now sleep for many hours however as you have probably seen both in the general and modded discussions as well as many mods on the Workshop and even my own profile regarding "Torchlight 2" that I am quite active here.
Good night :) That means propably, that you can give classes unique animations for a weapon? Because if i create a new weapon with new attack animations, other classes that dont have that attack animation would not be able to use that weapon(while still beeing able to equip it tho) thats something i need to figure out.
Well if you can find a way to register it into the base classes of the "Hum M and F" then that might allow any modded Class access though it's only a theory.