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| tutorial:intro-to-elden-ring-emevd [2025/02/27 00:31] – admin | tutorial:intro-to-elden-ring-emevd [2025/02/27 00:33] (current) – [Model names] admin | ||
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| * Use DSMapStudio ([[https:// | * Use DSMapStudio ([[https:// | ||
| * Use WitchyBND ([[https:// | * Use WitchyBND ([[https:// | ||
| - | * Use various [[er-reference:main | Elden Ring reference pages]], also listed below under "entry points" | + | * Use various [[er-refmat:main| Elden Ring reference pages]], also listed below under "entry points" |
| Of course, also use an event script editor. These are available for Elden Ring: | Of course, also use an event script editor. These are available for Elden Ring: | ||
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| Let's start with some shorter events in the game, before getting into longer ones which pull together a ton of game systems. An event script defines many events which run while the script is loaded. You can think of these like functions in a programming language, each identified by a unique number. An event must be initialized to have any effect in the game at all. All events run in parallel, executing one instruction after the next from top to bottom, sometimes skipping optional instructions or stopping altogether until some condition is met. | Let's start with some shorter events in the game, before getting into longer ones which pull together a ton of game systems. An event script defines many events which run while the script is loaded. You can think of these like functions in a programming language, each identified by a unique number. An event must be initialized to have any effect in the game at all. All events run in parallel, executing one instruction after the next from top to bottom, sometimes skipping optional instructions or stopping altogether until some condition is met. | ||
| - | For how loading works, that's a bit complicated. See the [[[er-refmat: | + | For how loading works, that's a bit complicated. See the [[er-refmat: |
| How this works in the event script itself is that there are special events called constructors which get automatically initialized when an event script is loaded. These are events with low ids like 0 and 50. As you can see, these constructor events are responsible for initializing every other event in the file, and a few others too. | How this works in the event script itself is that there are special events called constructors which get automatically initialized when an event script is loaded. These are events with low ids like 0 and 50. As you can see, these constructor events are responsible for initializing every other event in the file, and a few others too. | ||
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| ==== Map ids ==== | ==== Map ids ==== | ||
| * Where it's located: Maps are how most of the game world is split up, so finding a map id is critical to being able to search for something in a particular MSB (in '' | * Where it's located: Maps are how most of the game world is split up, so finding a map id is critical to being able to search for something in a particular MSB (in '' | ||
| - | * How to browse it: Use [[er-refmat: | + | * How to browse it: Use [[er-refmat: |
| * How to use it: Open the files in a map/event editor! | * How to use it: Open the files in a map/event editor! | ||
| * Example: You want to view/edit something in Roundtable Hold. Find that it's m11_10_00_00 in the map list, and open those files in DarkScript3/ | * Example: You want to view/edit something in Roundtable Hold. Find that it's m11_10_00_00 in the map list, and open those files in DarkScript3/ | ||
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| * How to browse it: Use [[https:// | * How to browse it: Use [[https:// | ||
| * How to use it: In addition to or instead of the above reference, you can also use the [[https:// | * How to use it: In addition to or instead of the above reference, you can also use the [[https:// | ||
| - | * Example: You want to find Radahn. Use above references to see that he's c4730, and that his full name is m60_52_38_00-c4730_9002, | + | * Example: You want to find Radahn. Use above references to see that he's c4730, and that his full name is m60_52_38_00-c4730_9002, |
| ==== Entity ids ==== | ==== Entity ids ==== | ||