
Moveset Manager
Allows anyone to define a new moveset for any weapon by swapping actions around and changing combos to their liking.
查看大图[left][size=4][b][img]https://staticdelivery.nexusmods.com/mods/6993/images/4664/4664-1785112224-882448082.png[/img][/b][/size][/left]
[size=4][b]Description[/b][/size]
Manages moveset swaps loaded from simple description files.
[size=4][b]Installation instructions[/b][/size]
Move the [b]moveset_manager.lua[/b] to the [b]reframework/autorun/[/b] folder.
Any files with extension [b].moveswap[/b] placed in the [b]reframework/data/[/b] folder will be automatically loaded on launch or when pressing [b]Reload[/b] in the mod's UI. A few example movesets are provided along with the mod.
[size=4][b]How to create a moveset[/b][/size]
[quote]This entire section uses the Hammer as an example weapon.[/quote]Example: Pressing the input for Overhead Smash I (ID 6) instead does Big Bang I (ID 37).
[code]My Moveset - Me
Hammer
! Lines starting with a ! are ignored. Use this to make your files clearer!
# 2
! Overhead Smash I -> Big Bang I
6 2 37[/code]The [b]Enable debug[/b] checkbox in the mod's UI shows the last 10 actions' categories and IDs so you can easily try out moves in the training range and see their numbers to replace them.
The general structure of [b].moveswap[/b] files is as follows:
[code]Moveset name
Weapon in PascalCase (no spaces and a capital letter at the start of each word)
# Category to replace in (0 = sheathed, 1 = unsheathed, 2 = attack, etc...)
<ID of action to replace> <category of replacement> <ID of replacement action>[/code]One change per line.
Because of the way this system works, you can create swap chains like the following:
[code]# 2
1 2 2
2 2 3
3 2 4[/code]Which will result in action 4 if the user tries to do action 1.
Swap cycles like the following will just result in the swap being ignored and a stack overflow error being thrown by the game:
[code]# 2
6 2 37
37 2 6[/code]This is where the modifiers come in. For now, only [i]Final[/i] exists, and it allows you to indicate that a move should be the last in a swap chain.
In this way, the following swap:
[code]# 2
6 2 37
37 2 6 Final[/code]Makes trying to use Big Bang I instead result in Overhead Smash I, but not the other way around. Adding [i]Final[/i] to the first line would simply swap the two moves.
[size=4][b]Requirements[/b][/size]
[color=#D4D4D8]It should go without saying but make sure you have the latest version of REFramework installed.[/color]
[size=4][b]Shout outs[/b][/size]
Inspired by [url=https://www.nexusmods.com/profile/GraillLord]GraillLord[/url]'s overhaul mods.
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