![Modding Guide](../images/as/shared/modding_guide.png)
This guide uses the Personal Action System as an example. Your Ground Stomp may differ slightly.
When modding the Ground Stomp it is always recommended to turn on the Highlight Transparent feature (Control + Alt + T).
Always rez Action System objects on the ground when modding rather than wearing them.
This not only makes them easier to edit but will ensure that changes will not be lost when detaching them.
Modding Colours
1. Select the Root Prim as highlighted here: |
![](../images/as/ground_stomp/overview_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Ground Stomp Settings.
![](../images/as/ground_stomp/contents_settings.png)
To recolour the Ground Stomp you need to change these variables:
![](../images/as/ground_stomp/script_colours.jpg)
3. Turn on Editing Mode by setting edit_ground_stomp_fall to TRUE. |
4. Save the script and wait for the Ground Stomp to enter Editing Mode.
![](../images/as/ground_stomp/edit_mode_active.png)
This Editing Mode activates the falling effects so you can easily edit them. The landing effects do not possess an editing mode.
5. Change the colour of the Ground Stomp Ovals and Ground Stomp Shockwave by altering these variables:
![](../images/as/ground_stomp/colour_blue.png)
Blue |
![](../images/as/ground_stomp/colour_cyan.png)
Cyan |
![](../images/as/ground_stomp/colour_teal.png)
Teal |
![](../images/as/ground_stomp/colour_green.png)
Green |
![](../images/as/ground_stomp/colour_olive.png)
Olive |
![](../images/as/ground_stomp/colour_yellow.png)
Yellow |
![](../images/as/ground_stomp/colour_gold.png)
Gold |
![](../images/as/ground_stomp/colour_orange.png)
Orange |
![](../images/as/ground_stomp/colour_red.png)
Red |
![](../images/as/ground_stomp/colour_pink.png)
Pink |
![](../images/as/ground_stomp/colour_magenta.png)
Magenta |
![](../images/as/ground_stomp/colour_purple.png)
Purple |
![](../images/as/ground_stomp/colour_white.png)
White |
![](../images/as/ground_stomp/colour_clear.png)
Clear |
![](../images/as/ground_stomp/colour_blank.png)
Custom |
Selecting Custom will allow you to apply your own textures to these effects. If you do this you will need to open the Texture tab in the Build Tools window and adjust the Horizontal and Verticle texture settings to accomodate your texture. Apply your custom texture to the Boost Ovals by clicking on the Texture box.
![](../images/as/boost/repeats_face.jpg)
These settings will automatically be changed back if you decide to use one of the built-in colours.
You can also mix the built-in colours with prim colours. Changing a prim's colour to match the built-in colour will remove the white glow at the front. If you change the prim colour to a different colour you can achieve interesting results.
![](../images/as/ground_stomp/extra_colour_normal.png)
texcol_ground_stomp_ovals = "Red"
Prim Colour = White |
![](../images/as/ground_stomp/extra_colour_prim.png)
texcol_ground_stomp_ovals = "Red"
Prim Colour = Red |
![](../images/as/ground_stomp/extra_colour_combined.png)
texcol_ground_stomp_ovals = "Red"
Prim Colour = Yellow |
6. Save the script to preview the new colours.
7. Set edit_ground_stomp_fall to FALSE and save the script when finished.
8. Take the object back in to your inventory.
9. Right-click on it and choose Add.
10. Try out your new colours!
Back to Modding Guide
Modding Settings
Every action includes a Settings script in its Root Prim. These scripts allows you to change various behaviour parameters, sounds, volumes and animations. In addition, almost every other script is moddable so you can change all of the effects too.
1. Select the Root Prim as highlighted here: |
![](../images/as/ground_stomp/overview_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Ground Stomp Settings.
![](../images/as/ground_stomp/contents_settings.png)
3. Find the // Parameters section of the script near the top.
These are the behaviour parameters:
Parameter Name |
Description |
Options |
param_ground_stomp_speed |
Determines the velocity of the Ground Stomp. |
Must be between 0.0 and 1.0. |
param_ground_stomp_land |
Determines if a shockwave effect is triggered when landing. |
Must be TRUE or FALSE. |
You do not need any scripting experience to alter these settings. The orange text next to each parameter tells you what it does and how to change it. Let's look at the first parameter as an example:
float param_ground_stomp_speed = 0.4; // Determines the velocity of the Ground Stomp. Must be between 0.0 and 1.0. |
If we break up this line we can see how it is structured:
float
![](../images/as/shared/arrow_up.png)
Ignore this |
param_ground_stomp_speed
![](../images/as/shared/arrow_up.png)
Name of the parameter |
=
= |
0.4
![](../images/as/shared/arrow_up.png)
Value |
// Determines the velocity of the Ground Stomp.
![](../images/as/shared/arrow_up.png)
Tells you what the parameter does. |
Must be between 0.0 and 1.0.
![](../images/as/shared/arrow_up.png)
Tells you how to change it. |
This parameter controls the speed of the Ground Stomp. It is currently set to 0.4. The orange text says it can any number between 0.0 and 1.0. For example, setting it to 1.0 will make the Ground Stomp over twice as fast!
You can change all of the parameters in the same way. Just make sure you set the values as indicated in the yellow text above.
![](../images/as/shared/warning_blink.gif) |
Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ]. |
![](../images/as/shared/warning_blink.gif) |
4. Change the parameters as you please.
5. Save and close the script.
6. Take the object back in to your inventory.
7. Right-click on it and choose Add.
8. Try out your tweaked Ground Stomp!
Back to Modding Guide
Modding Animations
Changing animations is done the same way as changing settings and sounds.
1. Select the Root Prim as highlighted here: |
![](../images/as/ground_stomp/overview_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Ground Stomp Settings.
![](../images/as/ground_stomp/contents_settings.png)
3. Find the // Animations section of the script near the top.
The Ground Stomp has two animation slots. One animation can be assigned to each slot. Animations will start and stop depending on the current state of the Ground Stomp.
These are the animation states:
Slot Name |
Description |
Looping |
anim_ground_stomp_fall |
Plays when performing a Ground Stomp. |
MUST be looped. |
anim_ground_stomp_land |
Plays when landing while performing a Ground Stomp. |
MUST NOT be looped. |
You do not need any scripting experience to change animations. The orange text next to each animation slot tells you when it plays and if it must be looped. Let's look at the first animation slot as an example:
string anim_ground_stomp_fall = "THW Anim - Ground Stomp Falling"; // Plays when performing a Ground Stomp. MUST be looped. |
If we break up this line we can see how it is structured:
string
![](../images/as/shared/arrow_up.png)
Ignore this |
anim_ground_stomp_fall
![](../images/as/shared/arrow_up.png)
Animation slot |
=
= |
"THW Anim - Ground Stomp Falling"
![](../images/as/shared/arrow_up.png)
Name of the assigned animation. |
// Plays when performing a Ground Stomp.
![](../images/as/shared/arrow_up.png)
When the animation plays. |
MUST be looped.
![](../images/as/shared/arrow_up.png)
Looping info |
This animation slot is used when you are stomping downwards. The description says that the animation MUST be looped.
4. Find an animation in your inventory that you want to assign to an animation slot.
5. Click and drag the animation from your inventory in to the Contents area of the Build Tools window.
![](../images/as/ground_stomp/anim_copy.png)
6. Replace the currently assigned animation with the exact name of the new animation next to the animation slot.
string anim_ground_stomp_fall = "Your animation"; // Plays when performing Ground Stomp. MUST be looped. |
![](../images/as/shared/warning_blink.gif) |
Do not change or delete any speech marks [ " ], semi-colons [ ; ] or equal signs [ = ]. |
![](../images/as/shared/warning_blink.gif) |
7. Save and close the script.
8. Take the object back in to your inventory.
9. Right-click on it and choose Add.
10. Try out your new animations!
Back to Modding Guide
Modding Sounds
Changing animations is done the same way as changing settings and animations.
1. Select the Root Prim as highlighted here: |
![](../images/as/ground_stomp/overview_root.png) |
2. Open the Content tab in the Build Tools window and open the script called Ground Stomp Settings.
![](../images/as/ground_stomp/contents_settings.png)
3. Find the // Sounds section of the script near the top.
The Boost has three sound slots. One sound can be assigned to each slot.
These are the sound slots:
Slot Name |
Description |
Looping |
sound_ground_stomp_fall |
Plays when performing a Ground Stomp. |
MUST NOT be looped. |
sound_ground_stomp_land |
Plays when landing while performing a Ground Stomp. |
MUST NOT be looped. |
You do not need any scripting experience to change sounds. The orange text next to each sound slot tells you when it plays and if it must be looped. Let's look at the first sound slot as an example:
string sound_ground_stomp_fall = "d963d35b-5695-0b70-3be0-d68f0ab8cc83"; // Plays when performing a Ground Stomp. MUST NOT be looped. |
If we break up this line we can see how it is structured:
string
![](../images/as/shared/arrow_up.png)
Ignore this |
sound_ground_stomp_fall
![](../images/as/shared/arrow_up.png)
Sound slot |
=
= |
"d963d35b-5695-0b70-3be0-d68f0ab8cc83"
![](../images/as/shared/arrow_up.png)
Name or UUID of the assigned sound |
// Plays when performing a Ground Stomp.
![](../images/as/shared/arrow_up.png)
When the sound plays. |
MUST NOT be looped.
![](../images/as/shared/arrow_up.png)
Looping info |
This sound slot is used when you perform a Ground Stomp. The description says that the sound MUST NOT be looped.
4. Find a sound in your inventory that you want to assign to an sound slot.
5. Make sure you have read the note above and double-checked the sound slot you are modding.
6. If you have a UUID of a sound, copy it and paste it in place of the original sound in the sound slot.
Alternatively if you have a sound file in your inventory (with copy permissions), click and drag it from your inventory in to the Contents area of the Build Tools window.
![](../images/as/ground_stomp/sound_copy.png)
Change the UUID in the sound slot to the exact name of your sound.
7. Scroll down and find the // Volumes section of the script.
Each sound slot has its own volume setting. You can alter the volume of each sound by changing the variable (number).
You must select a number between 0.0 and 1.0. An example is 0.5 which is equivilant to 50%.
8. Save and close the script.
9. Take the object back in to your inventory.
10. Right-click on it and choose Add.
11. Try out your new sounds!
Back to Modding Guide
Modding Effects
This is the Ground Stomp attachment. It uses prim effects and particle systems.
![](../images/as/ground_stomp/full_overview.png)
Ground Stomp Ovals (Prim Effects) |
Origins |
![](../images/as/ground_stomp/effect_o_ovals.png) |
![](../images/as/ground_stomp/overview_ovals.png) |
How to edit: Select one of the highlighted prims and open the Boost Oval script. Adjust the variables to your liking.
Do this for each Ground Stomp Oval. Note: This is the only way to change the size of the effect. |
Shockwave (Prim Effects) |
Origin |
![](../images/as/ground_stomp/effect_o_shockwave.png) |
![](../images/as/ground_stomp/overview_shockwave.png) |
How to edit: Select the highlighted prims and open the Shockwave Effect scripts. Adjust the variables to your liking.
Do this for each Shockwave Prim. Note: This is the only way to change the size of the effect. |
Shockwave Dust (Particle System) |
Origin |
![](../images/as/ground_stomp/effect_o_shockwave_dust.png) |
![](../images/as/ground_stomp/overview_shockwave_dust.png) |
How to edit: Select the highlighted prim and open the Shockwave Dust Particles script. Adjust the variables to your liking. |
Back to Modding Guide
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