How to set up Loria (Dark Welkynd) Stones

Model, texture and sound development of P:C
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R-Zero
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How to set up Loria (Dark Welkynd) Stones

Post by R-Zero » Sat Jul 01, 2017 2:51 pm

A short instruction on how to set up Loria Stones for Ayleid ruins.

1. If you just want Loria stones without an option to deactivate them, just use

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T_Ayl_DngRuin_DWelk_Generic_F01 for Fire ones
T_Ayl_DngRuin_DWelk_Generic_R01 for Frost ones
T_Ayl_DngRuin_DWelk_Generic_S01 for Shock ones
These don't need any additional steps for their setup.

2. If you want Loria stones with an option to deactivate, you must create unique objects for each instance of them, with References Persist checked. Use

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T_Ayl_DngRuin_DWelk_Example_F01
T_Ayl_DngRuin_DWelk_Example_R01
T_Ayl_DngRuin_DWelk_Example_S01
as templates, just replace the [Example] part with location or claim codes:

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T_Ayl_DngRuin_DWelk_Mscrcnd_F01
T_Ayl_DngRuin_DWelk_Malada_R08
Then, create a new Button object, using

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T_Ayl_DngRuin_button_example
as a template. Give it a new script based on

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T_ScObj_AylButton_example
but with correct new Stone IDs in lines such as these:

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;stones to turn off
;should have References Persist box checked
;and be present in the world, or the script won't compile
set T_Ayl_DngRuin_DWelk_Example_R01.deactivated to ( T_Ayl_DngRuin_DWelk_Example_R01.deactivated + 1 )
set T_Ayl_DngRuin_DWelk_Example_F01.deactivated to ( T_Ayl_DngRuin_DWelk_Example_F01.deactivated + 1 )
set T_Ayl_DngRuin_DWelk_Example_S01.deactivated to ( T_Ayl_DngRuin_DWelk_Example_S01.deactivated + 1 )
For example:

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;stones to turn off
;should have References Persist box checked
;and be present in the world, or the script won't compile
set T_Ayl_DngRuin_DWelk_Mscrcnd_R01.deactivated to ( T_Ayl_DngRuin_DWelk_Mscrcnd_R01.deactivated + 1 )
set T_Ayl_DngRuin_DWelk_Mscrcnd_R02.deactivated to ( T_Ayl_DngRuin_DWelk_Mscrcnd_R02.deactivated + 1 )
set T_Ayl_DngRuin_DWelk_Mscrcnd_S01.deactivated to ( T_Ayl_DngRuin_DWelk_Mscrcnd_S01.deactivated + 1 )
Keep in mind that the new script won't compile if these stones aren't already present in the world! So make sure you actually placed these before saving the script.

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