BL Coding Weapon Part Crafting

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Ethreon

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I've spent some time looking through the XML files, just out of curiosity and to try to figure out what's possible with my limited knowledge. Overall weapon crafting seems fairly straightforward, but there's some details I can't seem to be able to pinpoint

- where are weapon speeds for crafted parts defined? This info doesn't seem to be in crafting_pieces or spitems
- where is the handling defined?
- how can the item visuals be adjusted to match changes to the item length?
 
crafting_pieces does actually include it, just in a way that is a little obfuscated. damage_factor, sharpness, length and weight all get plugged into formulas on Taleworlds.Core.Crafting to determine the stats of the crafted weapon.

Use dnSpy to open Taleworlds.Core.dll and navigate to Taleworlds.Core.Crafting and scroll down to CraftingStats for an indepth look. It's. . . a little to complicated for me to easily translate it at a glace.
 
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I was hoping that wouldn't be the case.. I can handle XML but C# and debugging/decompiling are above my knowledge. Thank you for your help.
 
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I was hoping that wouldn't be the case.. I can handle XML but C# and debugging/decompiling are above my knowledge. Thank you for your help.

I gave it a go but that made little sense to me too. And they said Bannerlord would be easier to mod than Warband... Handling and speed was the two things I was going to look at to make spears more effective but this seems quite the task if I have to understand a coding language first. Have you figured out anything new on this since your last post in this thread?
 
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I'm working in a smithing overhaul and no there is no way to modify the code withiout alterning dll.

You can add new recipe and new part from the xml but thats it
 
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AS and handling are a function of weight and length. Length is defined by the base length of each part multiplied with the scale_factor inside the spitems.xml for each part that makes that weapon. Spitems also controls where the weapon hangs and where you grab it.

As for adjusting item visuals - that most likely requires changing meshes themselves and without a way to pack and unpack files we can't do it.
The game is easier to mod, it just requires knowledge of XML (fairly easy to read) and C#. It is what it is, I'm ok with it as long as they can make a better game.
 
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I'd love to be able to tweak the C# for crafting too. Looks pretty complicated atm. The game has an amazing system for determining weapon stats, but can definitely be improved. Some weapons have broken stats.
 
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