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5.01. Creating Custom Champions
Creating custom champions is now possible. In this guide we will explain you how to create it ;)
You'll have Client files and GameServer files:
-
Client Files: We recommend you to download a LoL 4.20 with easy access to files. This can be the Garena version or the version that contains DATA folder. This tutorial we'll be explained using that DATA folder. After we finish our development, we are going to "inject" those files in the
RADS
folder. -
GameServer Files: GameServer needs some JSON and C# scripts files. We'll explain all about it.
Our champ will be in DATA/Characters
in a folder with his name. So, create a folder in DATA/Characters/YourChamp
. This folder is going to have a main file named YourChamp.inibin
. Inibin
files are like Json files, they store values.
You cannot create a inibin
file, but we can copy/paste one from other champion and then we can change the name of the file to the name we want.
Wooxy can open, read, edit and save inibin files. Download Wooxy and edit YourChamp.inibin
. As we copied the one from other champion, you should read all the content and edit all what you need.
The champion model is saved in DATA/Characters/ChampionName/Skins
so create a folder named Skins
. Our Basic model (the default skin) is going to be saved in a folder called Base
in our Skins
folder. Now, you might be asking: how can I create a model?
Creating a model requires 3D modeling skills. You can use Maya to create your own champion models. We cannot explain all here, but there is a great explanation here. It will explain you how to create champions using Maya and then how to save it in files that League can read
Spells are stored in DATA/Characters/ChampionName/Spells
.
HUD (icons and so) are stored in DATA/Characters/ChampionName/HUD
. All the thing stored here are images in .dds
. You can edit dds
files with a lot of apps. For example: you can use Visual Studio. As with most of the files, by the moment, we recommend you to copy/paste the HUD folder of the same champion.inibin
.
All the content that GameServer needs is in GameServer/Content/Data/LeagueSandbox-Default
.
Create a folder in GameServer/Content/Data/LeagueSandbox-Default/Champions/ChampionName
. There, create Q.cs
, W.cs
, E.cs
, R.cs
and Passive.cs
. Check this guide to meet the API and to learn coding of skills in C# scripts
Go to GameServer/Content/Data/LeagueSandbox-Default/Spells/
. There you have to put all the spell files you used in Client files.
But your Client Spell files are in .inibin
. You need to parse them to JSON files.
- How can I parse
INIBIN
toJSON
?
There are a lot of apps that let you do this. You can try using Pupix parser that runs in NodeJS.
- Where should I put those JSON files?
Create a folder for each spell. Use the same name for the folder and for the file. Something like GameServer/Content/Data/LeagueSandbox-Default/Spells/YourSpell/YourSpell.json
.
GameServer needs the spell called ChampionBasicAttack.json
. You can use one of other champ. As other spells, it has to be GameServer/Content/Data/LeagueSandbox-Default/Spells/ChampBasicAttack/ChampBasicAttack.json
Champion stats can be found in GameServer/Content/Data/LeagueSandbox-Default/Stats
. Create a folder for your champion and create there your Champion.json
. It should look like this: GameServer/Content/Data/LeagueSandbox-Default/Stats/Champion/Champion.json
. That JSON will be your Champion.inibin
.
You can parse it from inibin
to json
with the same way as before
LeagueSandbox is a AGPL-3.0 open-source project