Dasaav-dsv / ERSkeletonMan

An Elden Ring runtime skeleton modification header-only library.

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Elden Ring Skeleton Manager

An Elden Ring runtime skeleton modification header-only library.

What is it

The Elden Ring Skeleton Manager (or simply SkeletonMan) is a C++ library that modifies the bones of any Elden Ring character at runtime. It does so by hooking virtual function tables of player and enemy instances (PlayerIns and EnemyIns) and applying modifiers to bones. SkeletonMan uses the concepts of "Targets" to represent abstract characters that match a set of conditions - "ChrMatchers", which, when matched, apply "Modifiers" to bones.

How to use

As a header-only library, including it in your project is as simple as including "skeleton/SkeletonMan.h". The library implements just these necessary functions, without any bloat:

static:
SkeletonMan::instance // SkeletonMan is a singleton with a static getter method
[returns] a reference to the SkeletonMan singleton
SkeletonMan::makeTarget // Creates and registers a target instance 
[in] a list of conditions - ChrMatcher class instances. More info in the example section
[returns] a reference to the SkeletonMan::Target instance

SkeletonMan::Target methods:
SkeletonMan::Target::addCondition
[in] a list of conditions - ChrMatcher class instances. More info in the example section
SkeletonMan::Target::addBoneModifier
[in] a HkModifier::Modifier derived class instance, aka a modifier, to be applied to the bones in the second parameter
[in] a list of bones, which can be represented by indices or bone names
SkeletonMan::Target::addSkeletonModifier
[in] a HkModifier::Modifier derived class instance, aka a modifier, to be applied to ALL the bones in a character's skeleton

ChrMatcher derived classes:
in BaseMatchers.h: Player(bool matchAllPlayers), Torrent(bool matchAllTorrents), Map(wstr name), Name(wstr name), 
Model(wstr name), EntityID(int entityID), EntityGroupID(int entityGroupID), NPCParamID(int paramID), NPCThinkID(int paramID)

HkModifier derived classes:
in BaseModifiers.h: SetLength(float length), ScaleLength(float scale), SetSize(float size), ScaleSize(float size),
Offset(V4D offset), Rotate(V4D quaternion) // V4D is a wrapper around __m128 - a vector of 4 floats
in CustomModifiers.h: CapriSun(V4D quaternion), Floss(void)

SkeletonMan::Initialize // the only non-static method of SkeletonMan, call after setting all targets

New matchers and modifiers are easy to add, with examples provided in the headers.

Examples

You can find a full example of a dll that utilizes SkeletonMan in the example directory.

    // Create a new target for modification, specifying a condition that matches all characters.
    auto& exampleTarget0 = SkeletonMan::makeTarget(ChrMatcher::All()); // Note that this is a reference auto&
    // Add a modifier that scales the length of Spine1 and Spine2 bones for characters that match the target's conditions
    // In this case, it applies to all characters, since the ChrMatcher matches any and all character.
    exampleTarget0.addBoneModifier(HkModifier::ScaleLength(0.95f), "Spine1", "Spine2");

    // Create a target with multiple conditions in a condition group/conjunction.
    // When multiple conditions are added together, they are evaluated together, and must all be true in order to match the character.
    // This condition group means: match model c3080 AND in map m35_00_00_00
    auto& exampleTarget1 = SkeletonMan::makeTarget(ChrMatcher::Model(L"c3080"), ChrMatcher::Map(L"m35_00_00_00"));
    // On the other hand, conditions added separately are evaluated as a separate condition group.
    exampleTarget1.addCondition(ChrMatcher::EntityID(18000850));
    // Another condition group.
    // Altogether, these 3 condition groups are evaluated like this:
    // (match model c3080 AND in map m35_00_00_00) OR (match EntityID 18000850) OR (match EntityGroupID 1044345106 AND EntityGroupID 1044355810)
    exampleTarget1.addCondition(ChrMatcher::EntityGroupID(1044345106), ChrMatcher::EntityGroupID(1044355810));
    // A skeleton modifier is applied to all of the bones in a skeleton.
    // This scales all of the bones to half their length, scaling the character down.
    exampleTarget1.addSkeletonModifier(HkModifier::ScaleLength(0.5f));
    // The "size" of a bone is different from its length, as it represents its thickness.
    exampleTarget1.addSkeletonModifier(HkModifier::ScaleSize(0.5f));
    exampleTarget1.addBoneModifier(HkModifier::ScaleLength(2.0f), "Head");
    exampleTarget1.addBoneModifier(HkModifier::ScaleSize(2.0f), "Head");
    // It's good practice to disable cloth physics when scaling characters.
    // Cloth physics will not work as expected at small or large scaling values.
    exampleTarget1.addSkeletonModifier(HkModifier::DisableClothPhysics());

    // ThinkParamID example:
    auto& exampleTarget2 = SkeletonMan::makeTarget(ChrMatcher::ThinkParamID(48100900)); // Target Erdtree Avatars with this ThinkParam
    exampleTarget2.addCondition(ChrMatcher::ThinkParamID(523210000)); // ...or Kenneth Haight
    // When using SkeletonMan::Target::addBoneModifier without specifying any bones, the modifier is applied to the first bone in the skeleton.
    // This is a custom modifier example. You can add your own in CustomModifiers.h.
    exampleTarget2.addBoneModifier(HkModifier::CapriSun(V4D(0.0840444f, -0.0490552f, 0.0612987f, 0.9933643f)));

    // NPCParamID example:
    auto& exampleTarget3 = SkeletonMan::makeTarget(ChrMatcher::NPCParamID(30200014));
    exampleTarget3.addSkeletonModifier(HkModifier::ScaleLength(1.5f));
    exampleTarget3.addSkeletonModifier(HkModifier::ScaleSize(1.5f));

    // Map name example, this applies to every entity on the map:
    auto& exampleTarget4 = SkeletonMan::makeTarget(ChrMatcher::Map(L"m15_00_00_00"));
    exampleTarget4.addBoneModifier(HkModifier::Floss(), "L_UpperArm", "R_UpperArm");

    // Player example. Makes the player character beefier.
    // To target all c0000 player instances use ChrMatcher::Player(true)
    // Note: quaternions are used to represent rotation. 
    // I recommend using https://www.andre-gaschler.com/rotationconverter/ (don't forget to choose radians/degrees)
    auto& playerTarget = SkeletonMan::makeTarget(ChrMatcher::Player());
    playerTarget.addBoneModifier(HkModifier::ScaleLength(1.35f), "L_Clavicle", "R_Clavicle", "L_Shoulder", "R_Shoulder");
    playerTarget.addBoneModifier(HkModifier::Rotate(V4D(0.0f, 0.0610485f, 0.0f, 0.9981348f)), "Neck");
    playerTarget.addBoneModifier(HkModifier::Rotate(V4D(0.0f, 0.0f, -0.1305262f, 0.9914449f)), "L_Clavicle");
    playerTarget.addBoneModifier(HkModifier::Rotate(V4D(0.0f, 0.0f, 0.1305262f, 0.9914449f)), "R_Clavicle");
    playerTarget.addBoneModifier(HkModifier::Rotate(V4D(-0.1178125f, 0.0f, 0.1623879f, 0.9796685f)), "L_UpperArm");
    playerTarget.addBoneModifier(HkModifier::Rotate(V4D(0.1178125f, 0.0f, -0.1623879f, 0.9796685f)), "R_UpperArm");
    playerTarget.addBoneModifier(HkModifier::ScaleLength(1.1f), "Neck", "Head");
    playerTarget.addSkeletonModifier(HkModifier::ScaleLength(1.1f));
    playerTarget.addBoneModifier(HkModifier::ScaleSize(0.9f), "Head");
    playerTarget.addSkeletonModifier(HkModifier::ScaleSize(1.2f));

    // Conditional SpEffect modifiers - these will only be applied if SpEffect 3245 is present.
    // (SpEffect 3245 is applied on equipping the Lantern)
    playerTarget.addBoneModifier(HkModifier::SpEffect::Offset(V4D(0.0f, 0.25f, 0.0f), 3245), "RootPos");
    playerTarget.addBoneModifier(HkModifier::SpEffect::Rotate(V4D(0.0f, 0.0f, 1.0f, 0.0f), 3245), "RootPos");

    // Torrent example, targets all Torrent instances (in mods like Seamless Co-op)
    auto& torrentTarget = SkeletonMan::makeTarget(ChrMatcher::Torrent(true));
    torrentTarget.addSkeletonModifier(HkModifier::ScaleLength(0.2f));
    torrentTarget.addSkeletonModifier(HkModifier::ScaleSize(0.2f));
    torrentTarget.addSkeletonModifier(HkModifier::DisableClothPhysics());
    // Adding a PLAYER modifier that will disable cloth physics when riding Torrent.
    playerTarget.addSkeletonModifier(HkModifier::Mounted::DisableClothPhysics());

    SkeletonMan::instance().initialize();

About

An Elden Ring runtime skeleton modification header-only library.

License:MIT License


Languages

Language:C++ 100.0%