Welcome to the Divine Skins Code Library — a collection of ready-to-use bin code snippets for League of Legends modding.
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}
SkinMeshProperties: embed = SkinMeshDataProperties {
Skeleton: string = "Assets/Characters/YOURCHARACTER/Skins/SKINID/MAIN.skl"
SimpleSkin: string = "Assets/Characters/YOURCHARACTER/Skins/SKINID/MAIN.skn"
Texture: string = "Assets/Characters/YOURCHARACTER/Skins/SKINID/MAINTEXTURE.dds"
SkinScale: f32 = 1
Material: link = "MATNAME"
initialSubmeshMouseOversToHide: string = "SUBMESHMOUSEOVERTOHIDE" #Disables Conq or Item Fresnel
InitialSubmeshToHide: string = "SUBMESHTOHIDE"
InitialSubmeshShadowsToHide: string = "SUBMESHSHADOWTOHIDE"
MaterialOverride: list[embed] = {
SkinMeshDataProperties_MaterialOverride {
Material: link = "MATNAME"
Texture: string = "Assets/Characters/YOURCHARACTER/Skins/SKINID/MAINTEXTURE.dds"
Submesh: string = "SUBMESHNAME"
}
}
}
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idleParticlesEffects: list[embed] = {
SkinCharacterDataProperties_CharacterIdleEffect {
effectKey: hash = "YourEffectKey"
boneName: string = "C_Buffbone_GLB_Layout_Loc"
}
}
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Transform: mtx44 = {
1, 0, 0, 0
0, 1, 0, 0
0, 0,1, 0
0, 0, 0, 1
}
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"vfxtemplate"= VfxSystemDefinitionData {
ComplexEmitterDefinitionData: list[pointer] = {
VfxEmitterDefinitionData {
emitterName: string = "PLACEHOLDER"
}
}
ParticleName: string = "vfxtemplate"
ParticlePath: string = "vfxtemplate"
}
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PersistentEffectConditions: list2[pointer] = {
PersistentEffectConditionData {
OwnerCondition: pointer = IsAnimationPlayingDynamicMaterialBoolDriver {
mAnimationNames: list[hash] = {
"Spell4" #your animation name
}
}
PersistentVfxs: list2[embed] = {
PersistentVfxData {
BoneName: string = "C_BUFFBONE_GLB_LAYOUT_LOC"
EffectKey: hash = "YOUREFFECTKEYNAME"
}
}
}
}
}
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PersistentEffectConditions: list2[pointer] = {
PersistentEffectConditionData {
OwnerCondition: pointer = DelayedBoolMaterialDriver {
mBoolDriver: pointer = IsAnimationPlayingDynamicMaterialBoolDriver {
mAnimationNames: list[hash] = {
"Spell4" # your animation name
}
}
mDelayOff: f32 = 20 # how long is it activated
mDelayOn: f32 = 0 # when does it start
}
SubmeshesToShow: list2[hash] = {
"ENTERNAME"
}
SubmeshesToHide: list2[hash] = {
"ENTERNAME"
}
}
}
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PersistentEffectConditionData {
OwnerCondition: pointer = AllTrueMaterialDriver {
mDrivers: list[pointer] = {
HasBuffDynamicMaterialBoolDriver {
Spell: hash = "Characters/Garen/Spells/GarenQAbility/GarenQ" # can be found in mainchamp.bin in data/characters folder
}
}
PersistentVfxs: list2[embed] = {
PersistentVfxData {
BoneName: string = "C_BUFFBONE_GLB_LAYOUT_LOC"
EffectKey: hash = "YOUREFFECTKEYNAME"
}
}
}
}
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mEventDataMap: map[hash,pointer] = {
"randomname" = SubmeshVisibilityEventData {
mStartFrame: f32 = 1 #can be deletd
mEndFrame: f32 = 100 #can be deleted
mHideSubmeshList: list[hash] = { #mHide can be replaced with mShow
"yoursubmesh"
}
}
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mEventDataMap: map[hash,pointer] = {
"RandomName" = ParticleEventData {
mStartFrame: f32 = 1 #can be deletd
mEndFrame: f32 = 100 #can be deleted
mEffectKey: hash = "YourEffectKey"
mParticleEventDataPairList: list[embed] = {
ParticleEventDataPair {
mBoneName: hash = "BUFFBONE_GLB_GROUND_LOC" #bonename
}
}
mIsLoop: bool = false/true #loops the effect
mIsKillEvent: bool = false/true #kills the particle at the end of the animation
}
}
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^
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