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Xim: Browser-based Client Simulator
Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-22 12:06:23
Hello - I'd like to share my hobby project: https://xim.pages.dev/
Feature Summary:
View FFXI assets in a browser-based client simulation
Download the source-code and explore/run locally (under the "Source" header)
Play a proof-of-concept game (under the "Apps" header)
Implementation Details:
Xim:
is a from-scratch implementation, written in Kotlin/JS, compiles to Javascript, and uses WebGL for 3D rendering. It does not use any game/graphics engine.
downloads asset files on-demand & stores them in the browser's cache. Currently, the assets are hosted on Cloudflare (essentially copy/paste of the client installation)
uses copied data-files from LandSandBoat when server-side information is needed (NPC configuration, item->model mapping, etc.)
Source:
The resource-parsing code is mainly under Code src/jsMain/kotlin/xim/resource DatParser.kt is a good starting point for exploring the supported resource-types.
Limitations:
This is not a real FFXI client, it is only a simulation. There's no connection to a FFXI Server (or really any network code at all).
"Client Version" refers to the age of the hosted asset files. Currently, the hosted asset files are from the June 2024 update.
I don't plan to update these files. The project can be downloaded & run locally to view newer asset files.
Reverse-engineering scope: the goal of the project is to be "convincing", rather than 100% accurate
The reverse-engineering process was a mix of DirectX hooks (built using this project), constraint analysis, and (mostly) brute-force guess & check
I did debug the FFXI client a few times (mainly to figure out encryption/obfuscation, and for a few bit-flag fields), but I tried to avoid this because reading assembly is so time consuming
I didn't reference the data-mined debug symbols (didn't know they existed until very recently...)
WYSIWYG!
Audio: due to the complexity of V3 audio files (ATRAC3), all audio files were pre-processed and are served as ogg files.
The code for this is not included in the linked source (since it would require importing ffmpeg).
There's a comment on POLUtils describing almost exactly what I ended up doing.
Because of this, local-project runs will need to download the preprocessed audio files separately (available here)
Cutscenes/Events: I have not attempted to reverse-engineer the cutscene-related assets
Performance: from my testing, the simulation runs best in Chrome (& other Chromium-based browsers)
The simulation should work on mobile devices, but I haven't tested it aside from Firefox on Android.
If you'd like to use Firefox, disabling "Lens Flare" effects under the "Environment" section helps with performance
Code Quality: this is a hobby project that I didn't originally intend to release, so the overall quality is... variable.
This is also my first experience with 3D graphics & game development, so there are certainly some questionable choices/designs
I didn't try to optimize code for performance unless there was a built-in feature (zone-terrain culling, particle batching, etc) or it contributed greatly to latency
Known Issues:
This is by no means an exhaustive list, but here are a few of the most notable:
Particle z-fighting - I couldn't figure out how the draw-order works :/
Collision resolution - FFXI's terrain collision meshes are... challenging. I think I must be overlooking some flags in the collision mesh.
Cloth physics - for example, Aldo's cape. These use vertex-based spring-physics, which was cumbersome to implement in the current setup.
Ships in general - I didn't put much effort into these
NPCs in weird positions/poses - these aren't configured on the client-side, so I didn't focus on them
If you'd like to report an issue, please be sure to verify it in-game first. I have spent hours debugging "issues" only to realize that the simulation is accurate to quirky in-game behavior. I can't guarantee that I will fix reported issues.
Tips & Tricks:
In the asset-viewer mode:
the following keys have debug-related functionality: , . / (speed-up, anti-gravity, collision-clip)
'p' will pause the simulator, and 'space' will set the simulator to 25% speed (this is also available in the game-mode)
using "check" on an actor will display its routines, which can then be selected & executed
fog and draw-distance can be disabled under the "Environment" section. This can be useful if the simulator can't detect a good default entrance for a zone (ex: in "Silver Knife")
the "appearance-state" of the targeted actor can be adjusted under the "Animation" section. This is useful for various NPCs, like toggling auras on Naakuals, adjusting the standing state of maroliths and iron giants, etc
add items to your inventory via the "Items" section. If you add & equip a fishing rod, you can fish if you're nearby water.
many effects are associated with invisible doors. For example, the fountain effect in Ro'Maeve is toggled by Door[_3e6], and can be triggered via check->[evst] (event start), and ended via check->[eved] (event end) ('tab' around the fountain to find the door npc)
other effects (generally cutscene related) can be triggered manually under the "Zone Routines" section. For example, in "Hall of the Gods", the lower platform effect is "wt_s/effe/sc_w/open"
to change the player model to a NPC model, use the "Costume" setting under the "Player Look" setting. This is useful for running mob-skill-animations. For example, B41->Dragon Quest slime and use "Frizz"
there are some dummy monsters at the entrance to "East Sarutabaruta". These can be used as targets for spells, abilities, etc.
under the "Position" section, there's a "Copy Link" button which will place a link in the clipboard that corresponds to your current zone & position
talk to the NPCs at the various docks to make ships appear
In the game mode:
Hold the right mouse-button to strafe (imo, more natural than target-lock)
Avoid binding macros to 'ctrl', since 'ctrl+w' closes the browser window and can't be disabled :/
Mining is optional - the game is balanced around not having accessories
In the equip-menu, hover an empty slot to see the bonus summary window. Mouse-over the bonuses to see tool-tips.
Further development:
I probably won't have availability to develop new features in the asset-viewer at this point. If there's interest, I can improve documentation, though.
The project is licensed under GPL3, so you can fork the project if you'd like.
---
Thanks for taking a look! Feel free to ask any questions.
By Felgarr 2025-12-22 13:08:33
This is literally incredible. One day, because of your work, I will be able to play FFXI on an actual toaster.
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By premiumvirtue 2025-12-22 13:40:36
This is incredible, thank you so much for sharing and allowing people to use your source code.
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Asura.Crevox
Serveur: Asura
Game: FFXI
Posts: 380
By Asura.Crevox 2025-12-22 18:28:23
Amazing project all around...
I hate to have any sort of complaint at all given how polished it is, but it seems like some of the later spell/ability effects are not functioning properly. For example, Refresh III, Full Cure, and Mighty Guard. The former two play a summoning cast animation (then do nothing), and the latter plays a white magic cast animation (then does nothing). Utsusemi: San works, but it seems like the ripple graphic effects do not render properly. Some others are incorrectly mapped (Noctoshield plays Nether Blast?).
The engine crashed trying to go to Legion: https://imgur.com/a/XOEqg5W
Thank you very much for sharing!
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Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-22 19:12:32
I hate to have any sort of complaint at all given how polished it is, but it seems like some of the later spell/ability effects are not functioning properly...
Ah, thank you for pointing this out. I should have added this in the "limitations" section. The mapping from Spells/Abilities/etc to animation-IDs is done server-side (weirdly enough). I'm using the data from LandSandBoat here as well. From my understanding, that project is mainly focused on earlier era content, so the mapping isn't exhaustive.
These animations can still be executed, but it requires knowing their IDs. For example, "Mighty Guard" is 0xEDA, so it can be executed by entering EDA into the "Path" input at the bottom. I found some of these IDs by using a Windower addon that logs packet-data & executing the spell, and some by just browsing through the animations (hitting the ">" button over and over).
The issue with pet-skill animations was something I meant to fix but forgot about (oops).
For Utsusemi: San, I see that the yellow-ripple particle isn't tracking properly. The distortion effect also looks a bit off, but those are... tricky. I'll see if I can address that.
Edit:
LegionB (287), right? Interestingly, the resource-file has an invalid format (too many "end" markers), and is missing critical sections for zone resources (like the weather definition). I think this zone isn't used in-game, but I'm not sure. If I patch the engine to ignore those issues, the zone looks pretty much the same as LegionA.
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Asura.Crevox
Serveur: Asura
Game: FFXI
Posts: 380
By Asura.Crevox 2025-12-22 20:36:33
LegionB (287), right? Interestingly, the resource-file has an invalid format (too many "end" markers), and is missing critical sections for zone resources (like the weather definition). I think this zone isn't used in-game, but I'm not sure. If I patch the engine to ignore those issues, the zone looks pretty much the same as LegionA.
Yeah, it was Legion B. I'm not sure if it's specifically the Ambuscade version of Legion or what its actual use is (or if it even has one), I just tried loading it and got that error, so I thought I should mention it.
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By LightningHelix 2025-12-22 21:14:56
LegionB (287), right? Interestingly, the resource-file has an invalid format (too many "end" markers), and is missing critical sections for zone resources (like the weather definition). I think this zone isn't used in-game, but I'm not sure. If I patch the engine to ignore those issues, the zone looks pretty much the same as LegionA. 
(Asura, right now)
They're both used for Ambuscade! (...and Legion, as the name implies.)
They look identical on retail afaik, zero differences I know of.
Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-22 21:41:18
They're both used for Ambuscade! (...and Legion, as the name implies.)
They look identical on retail afaik, zero differences I know of.
Oh, interesting! I was able to get in the zone and confirm that the resource actually does get loaded & works in-game. I'll add that to the list.
Edit: The issues with Utsusemi:San, Legion-B, and some pet-skill animations have been fixed.
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By MelioraXI 2025-12-27 09:37:57
I'm to dumb-dumb to understand what this means but as a concept, cool af.
[+]
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-27 18:00:19
Logging into FFXIAH for the first time in a very long while to say this - the proof of concept game is super fun and has a creative spin on the original. I wasn't expecting much, but beat the first few levels for the nostalgia... and now I'm hooked. Boss fights have a really fun level of challenge, and didn't expect to see crafting, augments, etc. come into play as well.
Thanks for putting this together, excited to get through the rest of it!
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Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-27 19:13:32
Thanks for putting this together, excited to get through the rest of it!
Thank you for playing & for your very kind message! I had a lot of fun making the game, and I'm glad you've enjoyed it so far :)
Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 440
By Cerberus.Balloon 2025-12-27 22:00:19
This is one of the most insane things I have ever seen.
The game is incredibly well put together. It's so interesting to see things like dodging AoEs and stuff matter.
The shark is absolutely destroying me. Orcish Warmachine took me a long, long time.
[+]
Serveur: Asura
Game: FFXI
Posts: 5
By Asura.Meowitzer 2025-12-28 09:26:29
This is amazing!!! Great job!
[+]
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-28 11:58:43
Is there a way to formally save in the game? I see the export profile option but think that's only settings, right? Just cleared Tower 1 and would hate to lose the progress if I cleared browser history or whatever. Thanks again!
Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-28 12:31:03
Is there a way to formally save in the game? I see the export profile option but think that's only settings, right? Just cleared Tower 1 and would hate to lose the progress if I cleared browser history or whatever. Thanks again!
"Export" includes the game data as well! I'll update the text to clarify that ("Config" does seem like it would only refer to settings, oops).
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-28 12:43:58
Awesome, thanks for confirming! Also, Tower 1 final fight was incredible - finally beat it after like 20 tries. Don't want to give spoilers but it certainly brought back some past trauma from early FFXI era lol
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Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 440
By Cerberus.Balloon 2025-12-29 02:54:49
The game mode for this has scratched an itch that I didn't know I had. Also just beat Tower 1 Final fight, and it also took me around 20 times.
I'm so impressed with how the game mode is paced. It's actually difficult without being massively punishing. I'm swapping gear around to optimise for certain fights.
Are some of the same limitations present here? For fodder I'm rocking a lot of Haste, should I be capping that at 26%?
Also fun that it's making me consider some of the old knowledge I had. Haste seems less important when WS are 200 TP. I'm maximising Skill chain damage to great effect.
I also just got a sword with Spontaneity which is making me think a lot about when I cast things.
Is there a way to see the info on Blu spells outside of Managing Blu Spells?
[+]
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-29 09:37:06
For stats explanations, hover over a blank spot in the equipment menu (e.g., ammo). The interface will show all 'effects' - you can then mouse over each effect to see how the stats work.
Haste caps at 80% overall and it looks like it considers both gear and spell in that total (in other words, if you cast Refueling, it affects the haste % shown).
For BLU spells, you can also mouse over the ones on the quick bars if you're interested in seeing it outside the spell management menu. Don't think there's another way (though, at the end of each stage, you have the option to change your spells at the glowing light).
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Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-29 11:58:01
I also just got a sword with Spontaneity which is making me think a lot about when I cast things.
The Spontaneity path is my favourite :)
---
The shark boss (Tchakka) seems to be a bit of a progress wall. Here's a sample clear if anyone is looking for a demonstration (using gear from the Shopkeep, no pets/accessories):
YouTube Video Placeholder
For more details/spoilers:
When his aura isn't active, make sure to stun Protolithic Puncture (Sudden Lunge)
He'll enter his aura by using Carcharian Verve at 80% HP and 40% HP.
It's important to dispel his "Magic Atk. Bonus" buff (using Geist Wall or the Colkhab pet), or else Marine Mayhem hits too hard. Metallic Body might also help if your Max HP is low (low ranked capes/belts).
It's okay to let him keep his "Attack Bonus" buff, as long as Tidal Guillotine is dodged. He doesn't auto-attack while his aura is up. He'll hit pretty hard for ~5 seconds after his aura drops, though.
While his aura is up, he'll go through two sequences of Marine Mayhem > Tidal Guillotine > Blizzara or Marine Mayhem > Blizzara > Tidal Guillotine. His attack speed is increased, so it's important to avoid over-committing to skills with long movement-locks.
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Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-29 14:33:13
For stats explanations, hover over a blank spot in the equipment menu (e.g., ammo). The interface will show all 'effects' - you can then mouse over each effect to see how the stats work.
On this note - it doesn't appear that Conserve MP shows up under effects. Any chance you know whether it's working properly?
Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-29 15:12:09
On this note - it doesn't appear that Conserve MP shows up under effects. Any chance you know whether it's working properly?
Oops, I forgot to write the bonus description text for that one (as well as a few others from the zone I think you're in). I'll fix the text shortly! They do function as expected.
Edit: should be fixed now!
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Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 440
By Cerberus.Balloon 2025-12-30 08:06:20
I can't beleive how long the Game Mode for this is. I just now got to Escha. It feels like every time I feel like I'm near the end there's a new set of challenges unlocked.
The Tower-2 Fight is incredible. I'll say again, it's amazing what you've done here. You've made FFXI feel incredibly dynamic to play.
A few maybe small things:
- Subduction is incredibly broken. In a lot of fights I can just go WS => WS => Light => Subduction * 15. There isn't any drop off on MB Damage, so often each subduction will do 5-6k.
- Magic Bursts apply to all enemies, regardless of whether they've been skill chained. If this is not intended, it makes some fights that I assume are intended to be harder quite simple.
- In the game mode, some skills seem like they're intended to replace others. It'd be nice if we could get some kind of sorting by Level if it's not already present.
But in all honesty, this is like an actual full game. The FFXI single player game I've always wanted. The amount of content, the battle design. Seeing what you've done with AoEs, seeing what you've done with environmental hazards. It's just a delight to play.
[+]
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-30 11:41:10
Subduction spam was good at the end of Tower 2 + for cleaving Escha spawn items, but it won't work on some of the high tier bosses in Escha - I'm getting absolutely clapped on some of these.
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Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-30 12:39:03
A few maybe small things...
Thanks for the feedback! I had a lot of fun designing the final Tower 2 fight :)
- Subduction spam was intended to be strong against the mob packs, but not overpowered against bosses. Did you find it was highly effective against Tower 2 bosses as well (particularly the final one)?
- Yep, AoE magic-burst was intentional. The stacking multipliers on magic-burst ended up being stronger than I expected in Tower 2 (MAB * MBB * MBB II * Burst Affinity). I don't think I'll adjust it for now, since Escha is balanced with this in mind.
- I'll see if it's feasible to add a separate sorting option (maybe by most-recently-learned). No promises on this, though!
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-30 14:06:49
Just beat my first T3.. every time I think I can predict what's next, I turn out to be wrong. This is so sick!
Edit: Shockmaw is kicking my *** :(
Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-30 17:18:55
Just beat my first T3.. every time I think I can predict what's next, I turn out to be wrong. This is so sick!
Nice! Minor progression spoilers for people who didn't reach Escha:
The T3/HELMs are "bonus" bosses, in the sense that they're not required for Tower 3 (if it gets implemented). I took the opportunity to be a bit more... experimental with them :) I might post some quick tips & tricks for them.
Do you have ilvl30 swords and armour?
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-30 17:40:13
Nice! Minor progression spoilers for people who didn't reach Escha:
The T3/HELMs are "bonus" bosses, in the sense that they're not required for Tower 3 (if it gets implemented). I took the opportunity to be a bit more... experimental with them :) I might post some quick tips & tricks for them.
Do you have ilvl30 swords and armour?
Boss strategy / endgame spoilers: I was able to beat 2/6 of them (Fleet & Urmah) with my ilvl 25 weapons, and now stuck on Shockmaw using the weapon from Urmahlullu. I did notice that these bosses aren't required for next upgrade in the shop, so I should probably go try final boss and come back with ilvl30 swords.
Mechanically, I think Shockmaw should be doable but I'm stalling around 40% either with a Thar She Blows miss or other mechanic miss. It's so fast lol - hard to dodge consistently with the draw-in.
I absolutely would play Tower 3 if you decided to release it :D. This was an awesome find during my week off from work - I've been playing several hours a day for the past 2-3 days and it's been a ton of fun!!
Asura.Aamace
Serveur: Asura
Game: FFXI
Posts: 15
By Asura.Aamace 2025-12-30 18:17:04
Boss strategy / endgame spoilers: I was able to beat 2/6 of them (Fleet & Urmah) with my ilvl 25 weapons, and now stuck on Shockmaw using the weapon from Urmahlullu. I did notice that these bosses aren't required for next upgrade in the shop, so I should probably go try final boss and come back with ilvl30 swords.
Mechanically, I think Shockmaw should be doable but I'm stalling around 40% either with a Thar She Blows miss or other mechanic miss. It's so fast lol - hard to dodge consistently with the draw-in.
I absolutely would play Tower 3 if you decided to release it :D. This was an awesome find during my week off from work - I've been playing several hours a day for the past 2-3 days and it's been awesome!!
Beating Fleetstalker with i25 weapons is seriously impressive! He's one of the hardest fights for me.
I've never attempted Shockmaw with the Chastisers before, so I just gave it a shot. I managed to get him down after a few tries, but the winning attempt took nearly 10 minutes! Had to play it super patiently.
Thank you! I hadn't planned on it before because I wasn't sure anyone would get to the end of the current content. The reception has been so positive that I'll definitely consider it :)
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Moduhry 2025-12-30 18:38:04
I've never attempted Shockmaw with the Chastisers before, so I just gave it a shot. I managed to get him down after a few tries, but the winning attempt took nearly 10 minutes! Had to play it super patiently.
Yep I've not been very patient with it, I keep dying from rushing or not proactively spinning to avoid Thar. Chastisers and a melee gear change was fun, but I can see the Spontineity path maybe being better.. beat Azi so will try that out later once I get home with the new iLvl30. Also need to find out where to use the KIs.
Fleetstalker wasn't too bad with the Spontineity weapon + Burst Affinity + Naakuul spells to wipe out the adds quickly. Same for Urmuhlullu.
I attempted Fairy once and got my *** absolutely handed to me, so will hold off on that one for a while lol.
Hello - I'd like to share my hobby project: https://xim.pages.dev/
Feature Summary:
View FFXI assets in a browser-based client simulation
Download the source-code and explore/run locally (under the "Source" header)
Play a proof-of-concept game (under the "Apps" header)
Implementation Details:
Xim:
is a from-scratch implementation, written in Kotlin/JS, compiles to Javascript, and uses WebGL for 3D rendering. It does not use any game/graphics engine.
downloads asset files on-demand & stores them in the browser's cache. Currently, the assets are hosted on Cloudflare (essentially copy/paste of the client installation)
uses copied data-files from LandSandBoat when server-side information is needed (NPC configuration, item->model mapping, etc.)
Source:
The resource-parsing code is mainly under Code src/jsMain/kotlin/xim/resource DatParser.kt is a good starting point for exploring the supported resource-types.
Limitations:
This is not a real FFXI client, it is only a simulation. There's no connection to a FFXI Server (or really any network code at all).
"Client Version" refers to the age of the hosted asset files. Currently, the hosted asset files are from the June 2024 update.
I don't plan to update these files. The project can be downloaded & run locally to view newer asset files.
Reverse-engineering scope: the goal of the project is to be "convincing", rather than 100% accurate
The reverse-engineering process was a mix of DirectX hooks (built using this project), constraint analysis, and (mostly) brute-force guess & check
I did debug the FFXI client a few times (mainly to figure out encryption/obfuscation, and for a few bit-flag fields), but I tried to avoid this because reading assembly is so time consuming
I didn't reference the data-mined debug symbols (didn't know they existed until very recently...)
WYSIWYG!
Audio: due to the complexity of V3 audio files (ATRAC3), all audio files were pre-processed and are served as ogg files.
The code for this is not included in the linked source (since it would require importing ffmpeg).
There's a comment on POLUtils describing almost exactly what I ended up doing.
Because of this, local-project runs will need to download the preprocessed audio files separately (available here)
Cutscenes/Events: I have not attempted to reverse-engineer the cutscene-related assets
Performance: from my testing, the simulation runs best in Chrome (& other Chromium-based browsers)
The simulation should work on mobile devices, but I haven't tested it aside from Firefox on Android.
If you'd like to use Firefox, disabling "Lens Flare" effects under the "Environment" section helps with performance
Code Quality: this is a hobby project that I didn't originally intend to release, so the overall quality is... variable.
This is also my first experience with 3D graphics & game development, so there are certainly some questionable choices/designs
I didn't try to optimize code for performance unless there was a built-in feature (zone-terrain culling, particle batching, etc) or it contributed greatly to latency
Known Issues:
This is by no means an exhaustive list, but here are a few of the most notable:
Particle z-fighting - I couldn't figure out how the draw-order works :/
Collision resolution - FFXI's terrain collision meshes are... challenging. I think I must be overlooking some flags in the collision mesh.
Cloth physics - for example, Aldo's cape. These use vertex-based spring-physics, which was cumbersome to implement in the current setup.
Ships in general - I didn't put much effort into these
NPCs in weird positions/poses - these aren't configured on the client-side, so I didn't focus on them
If you'd like to report an issue, please be sure to verify it in-game first. I have spent hours debugging "issues" only to realize that the simulation is accurate to quirky in-game behavior. I can't guarantee that I will fix reported issues.
Tips & Tricks:
In the asset-viewer mode:
the following keys have debug-related functionality: , . / (speed-up, anti-gravity, collision-clip)
'p' will pause the simulator, and 'space' will set the simulator to 25% speed (this is also available in the game-mode)
using "check" on an actor will display its routines, which can then be selected & executed
fog and draw-distance can be disabled under the "Environment" section. This can be useful if the simulator can't detect a good default entrance for a zone (ex: in "Silver Knife")
the "appearance-state" of the targeted actor can be adjusted under the "Animation" section. This is useful for various NPCs, like toggling auras on Naakuals, adjusting the standing state of maroliths and iron giants, etc
add items to your inventory via the "Items" section. If you add & equip a fishing rod, you can fish if you're nearby water.
many effects are associated with invisible doors. For example, the fountain effect in Ro'Maeve is toggled by Door[_3e6], and can be triggered via check->[evst] (event start), and ended via check->[eved] (event end) ('tab' around the fountain to find the door npc)
other effects (generally cutscene related) can be triggered manually under the "Zone Routines" section. For example, in "Hall of the Gods", the lower platform effect is "wt_s/effe/sc_w/open"
to change the player model to a NPC model, use the "Costume" setting under the "Player Look" setting. This is useful for running mob-skill-animations. For example, B41->Dragon Quest slime and use "Frizz"
there are some dummy monsters at the entrance to "East Sarutabaruta". These can be used as targets for spells, abilities, etc.
under the "Position" section, there's a "Copy Link" button which will place a link in the clipboard that corresponds to your current zone & position
talk to the NPCs at the various docks to make ships appear
In the game mode:
Hold the right mouse-button to strafe (imo, more natural than target-lock)
Avoid binding macros to 'ctrl', since 'ctrl+w' closes the browser window and can't be disabled :/
Mining is optional - the game is balanced around not having accessories
In the equip-menu, hover an empty slot to see the bonus summary window. Mouse-over the bonuses to see tool-tips.
Further development:
I probably won't have availability to develop new features in the asset-viewer at this point. If there's interest, I can improve documentation, though.
The project is licensed under GPL3, so you can fork the project if you'd like.
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Thanks for taking a look! Feel free to ask any questions.
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