From 22237385209ef4589c464a27161c085ab2d9faf1 Mon Sep 17 00:00:00 2001 From: Nenkai Date: Thu, 5 Dec 2024 16:46:34 +0100 Subject: [PATCH] install mods reword --- docs/modding/installing_mods.md | 6 +++--- docs/resources/player/action_parameter.md | 4 ++-- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/docs/modding/installing_mods.md b/docs/modding/installing_mods.md index c35e3ae..423e105 100644 --- a/docs/modding/installing_mods.md +++ b/docs/modding/installing_mods.md @@ -17,12 +17,12 @@ The Reloaded II mod manager combined with the Granblue Fantasy Relink Mod Manage ## Setting up Reloaded-II -1. Download Reloaded-II's `Release.zip`, or `Setup.exe`. +1. Download Reloaded-II's [`Release.zip`, or `Setup.exe`](https://github.com/Reloaded-Project/Reloaded-II/releases). 2. Extract `Release.zip` to its own folder or run the `Setup.exe` and install it. 3. Open `Reloaded-II.exe`. 4. Press the `+` Icon to add a game and select `Granblue Fantasy Relink.exe`. 5. In Reloaded-II's installation folder, open the folder called `Mods`. -6. Extract the `gbfrelink.utility.manager.zip` using the `Extract To...` option. It should look like this: +6. Extract the [`gbfrelink.utility.manager.7z`](https://github.com/WistfulHopes/gbfrelink.utility.manager/releases) using the `Extract To...` option. It should look like this:
![image](mod_manager_mods.png) *Make sure to extract `gbfrelink.utility.manager` into its own folder.* @@ -38,7 +38,7 @@ The Reloaded II mod manager combined with the Granblue Fantasy Relink Mod Manage ## Installing Mods 1. Download a mod. You can find mods on sites like Nexus Mods and GameBanana. -2. Extract the `gbfrelink.utility.manager.zip` and any of your mod .zips into the `Mods` folder using the `Extract Here` option. **DO NOT USE EXTRACT `Extract to ...`** +2. Extract the `gbfrelink.utility.manager.7z` and any of your mod .zips into the `Mods` folder using the `Extract Here` option. **DO NOT USE EXTRACT `Extract to ...`** * Except for the gbfr.utility.manager, Mod folder structures in the `Mods` Folder should always look like `.../Mods/gbfrelink.mod.name/GBFR`:
![image](https://i.imgur.com/kBKpQpT.png) diff --git a/docs/resources/player/action_parameter.md b/docs/resources/player/action_parameter.md index 8adfd29..be73699 100644 --- a/docs/resources/player/action_parameter.md +++ b/docs/resources/player/action_parameter.md @@ -39,7 +39,7 @@ Actions, when called, can have projectiles or other attacks linked to them that `dist_` | int | Unknown. `type_` | uint | Unknown. `controlTypeHash_` | uint | Unknown. [List of Control Types](control_types.md) -`supportTypeHash_` | uint | Unknown. +`supportTypeHash_` | uint | Unknown. **Appears to be completely unused by game code**. `actionName_` | string | **Possibly unused.** Generally a name assigned to the action by the devs. `saveMotId{number}_` | uint | [Motions](motions.md) being called by this action. saved motions can be confusing at times, as certain actions will not play them in order, such as Parries `actionFreeWork{number}_` | uint | Values associated with the action, such as for *Zeta*, when she does a Rhapsody parry, the angle of bounce and force behind the lift will be listed here @@ -48,7 +48,7 @@ Actions, when called, can have projectiles or other attacks linked to them that `bulletFreeWork{number}_` | uint | Unknown. `supportEffectList_` | uint[] | Utilizes a hash and 6 values in an array format to state the buffs that will be applied to the character or team members when this player calls this action, so long as the required flag is in any of the [motions](motions.md) tied to the action. 1st value = How many buffs the game will attempt to give, 2nd value = [Buff Id](buff_ids.md) `uiIconCategory_` | uint | Possibly unused. -`actionCategory_` | uint | Unknown. +`actionCategory_` | uint | Unknown. Compared against `abilityBit_` in certain FSM nodes such as `AIBattleRequestAbilityAction` and `AIBattleUseIdAction`. `isTriggerAttackHit_` | uint | Unknown. `damageLimitType_` | uint | Should be unused after 1.3, the game migrated to the next value `damageLimitDataIndex_` | uint | Specifies the damage cap in the Parameter File's Damage cap index that is associated with this action