AssetNavigationGenerationExecutionLibraryPlugin CCM
CCM version of ANGEL for custom mini content including creatures, auras, effects and filters
About this mod Author’s original text
Asset Navigation and General Execution Library (ANGEL) Plugin
This unofficial TaleSpire pluigin provides a Common Customs Menu (CCM) version of ANGEL plugin for getting custom mini content into Talespire incluing
creatures, auras, effects, and filters. Integrates with CCM to provide a common look and feel as other custom content plugins. Designed to be highly
resilient to prevent breaking after BR updates.
Install
Use R2ModMan or similar installer to install this asset pack.
Use the in-game browser to navigate to your subscribed content (the chain link icon), find the Blank (Nothing) Base, and click the update button.
This plugins makes use of `Asset Data Plugin and Hide Base Plugin` if they are available.
However, they are not an actual dependency (and thus not downloaded automatically) so that the plugin can still work (mostly) without them.
As such, for ideal functionality, please download `Hide Base Plugin and Asset Data Plugin (along with a message distributor like Chat Service Plugin`).
Configuration
All keyboard bindings can be reconfigures in the plugin's configuration.
There is also a configuration setting to `Close Menu After Spawn`. If true, the menu automatically closes as soon as you make a ANGEL selection from the menu.
If false, the CCM menu will remain open but the spawn tool will clear allowing additional selection to be made. To copy an ANGEL asset quickly, spawn one instance
and the use the copy/paste Talespire feature to make multiple instances.
Usage
Open the Common Customs Menu to select assets.
Use keyboard shortcuts to activate actions. Actions are lised with default shortcut.
`{LALT+1}` = Animation 01
`{LALT+2}` = Animation 02
`{LALT+3}` = Animation 03
`{LALT+4}` = Animation 04
`{LALT+5}` = Animation 05
`{LALT+6}` = Animation 06
`{LALT+7}` = Animation 07
`{LALT+8}` = Prompt for Animation name
`{LALT+9}` = Stop Animation
`{LALT+0}` = Stop Animation (Used for Full Stop)
`{LCTRL+1}` = Audio 01
`{LCTRL+2}` = Audio 02
`{LCTRL+3}` = Audio 03
`{LCTRL+4}` = Audio 04
`{LCTRL+5}` = Audio 05
`{LCTRL+6}` = Audio 06
`{LCTRL+7}` = Audio 07
`{LCTRL+8}` = Prompt for Audio name
`{LCTRL+9}` = Stop Audio
`{LCTRL+0}` = Stop Audio (Used for Full Stop)
`{LSHIFT+1}` = Sequence 01
`{LSHIFT+2}` = Sequence 02
`{LSHIFT+3}` = Sequence 03
`{LSHIFT+4}` = Sequence 04
`{LSHIFT+5}` = Sequence 05
`{LSHIFT+6}` = Sequence 06
`{LSHIFT+7}` = Sequence 07
`{LSHIFT+8}` = Prompt for Sequence name
`{LSHIFT+9}` = Stop Sequence
`{LSHIFT+0}` = Stop Sequence (Used for Full Stop)
`{RCTRL+1}` = Analyze selected asset (result sent to logs)
`{RCTRL+2}` = Rename asset (allows players to rename assets)
`{RCTRL+3}` = Edit link (ANGEL information)
Asset Types
There are four base types in ANGEL:
+-------------+---------------------+-------------------+---------------------+
| Type (Kind) | Base | Base Visibility | Removal |
+-------------+---------------------+-------------------+---------------------+
| Aura | Selected Mini Base | Visible | Reselect Same Aura |
| Creature | New Base | Visible | Delete Base |
| Effect | Base | Invisible | Delete Base |
| Filter | Base | Invisible | Delete Base |
+-------------+---------------------+-------------------+---------------------+
The Common Customs Menu may have other categories beyond these four but all ANGEL assets
resolve down to one of these four kinds. For example, the Prop category may resolve down
to Effect kind but a Prop category.
Asset Modifiers
When a asset is spawned, if the `{SCROL LOCK}` key is on, modifier mode is active.
In this mode, pressing certain modifier keys (ALT, CTRL or SHIFT) casues the asset to be
spawned as a different type (kind) than the content indicates.
This can be used in some niche situations such as when adding a familiar creature to active
mini using Aura so that the familiar creature gets attached to the mini.
+--------------+---------------------+
| Modifier Key | Forced Type (Kind) |
+--------------+---------------------
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: