| Date uploaded | 3 years ago |
| Version | 1.0.0 |
| Download link | LordAshes-AnimateMenuPlugin-1.0.0.zip |
| Downloads | 236 |
| Dependency string | LordAshes-AnimateMenuPlugin-1.0.0 |
This mod requires the following mods to function
bbepisTaleSpire-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.10HolloFox_TS-RadialUIPlugin
This is a developer tool based package used to manage and configure Radial UI Menus.
Preferred version: 2.4.1LordAshes-FileAccessPlugin
Provides standardized methods for accessing both local file and url resources. Automatically handles searching local folders for assets.
Preferred version: 1.4.1LordAshes-AssetDataPlugin
Dependency plugin for subscription/notification based data storage and message exchange.
Preferred version: 3.3.1README
Animate Menu Plugin
This unofficial TaleSpire plugin for triggering animations from the radial menu. Animations are auto detected or specified in a configuration file by BoardAssetId. Supports rigged, blendshape and sound.
This plugin, like all others, is free but if you want to donate, use: http://LordAshes.ca/TalespireDonate/Donate.php
Change Log
1.0.0: Initial release
Install
Use R2ModMan or similar installer to install this plugin.
Usage
- Select the mini. This is required at least once before opening the mini's radial menu.
- Right click the mini to open the radial menu.
- Select the animations selection
- If animations are available they will be listed.
- Select the desired animation to trigger it.
Automatic Configuration
If a file named after the BoardAssetId with an extension of Animate is not found for the selected mini then the
animations are detected automatically and ordered in alphabetical order.
Note: Animations are detected the first time the mini is selected.
Manual Configuration
To provide a manual configruation for an asset, create a file with the BoardAssetId and an extention of Animate.
The board asset id can be obtained from the plugin's logs or from the index.json files generated by CALP (if the feature
is turned on in the CALP configuration). The format of the file is as follows:
[
{"name": "Fly", "rigged": 1, "blendShape": null, "sound": -1},
{"name": "Breath", "rigged": 2, "blendShape": null, "sound": -1},
{"name": "Idle", "rigged": 3, "blendShape": null, "sound": -1}
]
Where name is the name that will appear in the menu.
Where rigged is the name or index of the rigged animation to be triggered. Set to null to not trigger an animation.
Set to -1 to stop a rigged animation.
Where blendShape is the index of the blend shape animation to be triggered. Set to null to not trigger an animation.
Set to -1 to stop a rigged animation.
Where sound indicates if a sound will be played. Set to 1 to play a sound. Set to 0 to stop playing a sound.
Set to -1 to not change the current sound.
The rigged animation value works a little oddly due to CALPIE's interpretation of the value. It can be a animation name or an animation index. If it is a name, this plugin converts it to an index before sending it to CALPIE. However, CALPIE interprets the index as follows:
First it checks to see if the Animation Names list (configured in CALPIE) and uses the index to look up the corresponding name. If the selected creature contains an animation with that name, that is the animation that is triggered. Next it checks to see if the selected creature contains an animation called Anim followed by the index as a two digit number. If it exists, that is what is triggered. Lastly the index in used to select a animation from the creatures animation list at the index element. Note that indexes start at 1 (and not 0).
What does this mean? If you animations are making use of the Animation Names in CALPIE then use the name or index from that list. If your creature is using Anim01, Anim02, ... then use the corresponding number. If your creaure is using unique names (not in the Animate Names and not matching Anim##) then use the animation name.