recursal/Fanatic-Fandom huggingface dataset:
Franken Bill

**Franken Bill** is a boss in the side mission It's Alive in the Zombie Island of Doctor Ned DLC. It is an abomination

made up of body parts of Dr. Ned's assistants Frank and Bill (hence, "Frank 'n' Bill").

He is similar to a Tankenstein, but much more massive. He respawns.

## Location

To find **Franken Bill**, simply head over to Dead Haven and approach the (rather large) grave marked by a large, green tinted gravestone, near the old entrance to Old haven. Upon approaching, Bill will spawn, as long as It's Alive is in progress or has already been completed.

## Strategy

* **Franken Bill** has a smash melee attack which deals a high amount of damage and knock back. His ranged attack is a ball of electricity.
* Like all undead, he is vulnerable to incendiary attacks. Aim for the head.
* Shock weapons will recharge his health, just like they do a Tankenstein.
* Sniping him is possible from the ledge where the Vault Hunters turn in the mission Jakobs Fodder, or from other nearby rooftops overlooking his spawn point.
* Clear the area of all other opponents before provoking **Franken Bill**. Roland's turret can help shield the party from further stray Zombies wandering into the fray.

## Trivia

* **Franken Bill** is a reference to Mary Shelley's character Frankenstein's monster in the novel Frankenstein. The monster is often referred to as simply Frankenstein. **Franken Bill's** healing effect when hit by Shock may be inspired by how Frankenstein is often depicted as having been reanimated with strong electrical currents, often lightning.
Image Effect Edge Detection

Applies sobel edge detection to the image.

This effect is expensive. Consider limiting the effect to optimize the wallpaper.

It is further recommended to only use it inside Wallpaper Engine if you make it dynamic and animated so that applying it to the raw image beforehand is not possible.

## Combos

* **Blend mode**: How the outline is blended with the background.

## Parameters

* **Alpha**: How opaque the outtline is.
* **Detection multiply**: How strong detected outlines are shown.
* **Detection size**: How thick the outline should be.
* **Detection threshold**: The minimal amount of a detected edge to be visible, controls the outline detail.
* **Outline background**: Color to be applied to the background.
* **Outline color**: Color of the outline.

## Examples

On the right side, the blend mode *overlay* was used with a gray outline background and white outline color to achieve a cartoon look.
Tutorial Scripting in a nutshell

## Fast walkthrough

There are code fragments you can place at **Fragments→Replace Code**

For Vec3 values you should add **.x  .y  .z**after **value**

To **change amplitude** of reaction codes you must change values at the top

To fix **Sound volume error** take calculation out from return command and **write single initialScale**

## Scripting wallpaper and effect values

For scripting wallpaper you firstly must know bases of programming and coding.

   So, for making code you must enter the main command **'use strict'** and then start coding. You can use built-in scripts like sound reaction and rainbow color change using this path:

Fragments→Replace Code→(code fragment)

   Next you should change the Scale, Rate and other values for better looking and getting the result that you want:

*"**value**"* in the code is the constant that you would like to change (intensivity, alpha, etc.). For **Vec3** you should add **.x** or **.y** or **.z** (what vector you want). In sound reaction code fragments *"initialScale"* means the value of selected frequency and will fluctuate in the range from *minimumScale* to *maximumScale.*

## Interactive wallpaper

If you want make wallpaper with some interactive things like color change depending on the cursor movement or position the *"function"* tab is for you.

Theres cursor functions:

**cursorEnter:** When cursor enters the object function activates

**cursorLeave:** When cursor left the object function activates

Other functions works same as these (move, click etc.).

## Ultimate bruh moment

Creators made a big mistake at **Sound volume** code fragment:

### So, whats wrong?

When you return a value you cant (normally) do calculations right in return command because you'll simply recieve an error. How to fix? Easy! Just write **initialScale = smoothValue \* scaleDelta + minimumScale**(take calculation outside of return) and then **return initialScale**.

(bruh WP engine team fix it)

\*\*\*IF YOU NEED SOMETHING THAT MISSING ON THIS PAGE WRITE IT IN COMMENT SECTION\*\*\*
Marian

**Marian** is T.K. Baha's late wife. She is mentioned by T.K. numerous times in both Borderlands and Borderlands 2, but does not appear in person (at least, as a digital recreation) until the *Claptastic Voyage* DLC from *Borderlands: The Pre-Sequel*.

## Involvement

   For most of the Borderlands series, Marian is only mentioned by T.K. Baha in passing, as he reminisces about losing her to a Skag named Scar. In the Claptastic Voyage optional mission The Sum of Some Fears, Claptrap feels sorry for his digitized representation of T.K. Baha and constructs a version of **Marian** to keep him company. **Marian** only has one line during that mission but can be found inside T.K.'s shack afterwards.
Archmage

As Jiendia and Freios were bridged together, the legacy of the two unique tales of magic which were once divided now met at a crossroads. The young wizard who had once reached a dead-end is now preparing to take off into the origins of the world. Archmages have perfected their magic skills that use the four elements, and they use their enhanced abilities to rule over the battlefield.

## Class Details

The Archmage is the final promotion of the Sorcerer job tree. Having attained full mastery over all 4 elements, the Archmage unleashes magical devastation on the battlefield. Elemental Masters who have reached Level 170 can take the quests to become an Archmage.

## Elements

* Water
* Wind
* Fire
* Earth
+ Fastest cooldowns

+ Amazing crowd control (Ice Flank's and Water Mastery's slow, Ice Storm's freeze, and Aqua Blast's knockback)

+ Fast windup on most skills

+ Skills hit on both sides

+ Free magic penetration with Water Mastery

+ Very safe

- Lowest base damage

- Low damage makes staggering mobs difficult without crowd control

- Heavily reliant on crowd control to deal high damage

- Short range

- *Very* weak without Growth+ Second fastest cooldowns

+ Good crowd control (Wind Mastery and Air Bomb)

+ Very fast windup on most skills

+ Grants improved mobility with Lightning Rush

+ Free Max Damage with Wind Mastery

- Second lowest base damage

- Low damage makes staggering mobs a challenge early on

- Weak without growth

- Mediocre range (Air Bomb is the only one with long range)

- Lightning Rush is fairly risky to use due to getting close to the enemy

- Most skills only hit one side+ Highest base damage

+ Two of the best DPS skills (Fire Wall and Flame Eruption)

+ Fire Mastery raises damage even further

+ Mastered Flame Vanguard has the best range of all the Infinity skills

+ Extremely powerful with growth

- Slowest cooldowns

- Slow windup on most skills

- Middling range

- Fire Mastery slows cooldowns even more

- Fire Mastery is an active skill, requiring a little more dexterity with your fire rotations

- Immobile

- Crown of Magic is mandatory to lessen cooldown

- No crowd control whatsoever

- Fire Wall requires good ping to get the most damage out of it

- Filler skills are highly recommended, if not *required*+ Second highest base damage

+ Incredible range on most skills

+ Earth Mastery can cut through Elemental Resistance

+ One of the best burst damage skills (Gaia Force)

+ Very powerful with growth

- Second slowest cooldowns

- Somewhat slow windup on most skills

- Mediocre/situational crowd control (Gaia Force's second hit, crit-only stun and Earth Quake's/Tetratica's slight knockup)

- Crown of Magic mandatory to spam skills

- Relatively immobile

- Filler skills recommended
## Skills

* Elemental Stone Skills
* Archmage Skills
* Archmage Special
Third tab content goes here.

## References

1. ↑ http://latale.ogplanet.com/en/about/fourthclass.og
Wallpaper Engine Wiki

**WALLPAPER ENGINE WIKI**
**160 articles • 358 files • 1,557 edits**

💡 **Pro tip:** The official **documentation** for the Wallpaper Engine editor has been moved to our homepage, which you can find here: docs.wallpaperengine.io.

This wiki is deprecated and will not be updated any longer.

**ABOUT THE WIKI**

In this wiki, you can learn how to use the Editor, which types of wallpapers you can create and how to share them on Steam.

For any general issues with the application, refer to the FAQ on Steam.

**TUTORIALS**

**TUTORIALS FROM THE COMMUNITY**

* Beginner tutorials by Artemis on YouTube
* Beginner to advanced tutorials by Vell on YouTube

**TUTORIALS FOR THE SCENE**

### Image Effects

* Breathing
* Car
* Clothes
* Fur
* Water
* Clouds
* Fire and Glow
* Spiral Galaxy
* Desert Heat
* Advanced Shimmer
* Eye Blinking

### Particles

* Changing Color of a Preset
* Blinking Stars

### User Properties and Scripting

* User Property Color
* User Property Visibility
* User Property Visibility (Combo Box)
* Script Rainbow Color Shift
* Script Drag & Drop
* Script Click to Play Sound
* ADVANCED: Script Mario Jump
* Tutorial Scripting Reacting To Time Of Day
* Tutorial Scripting Custom Greeting Message
* Tutorial Shader Desaturation

**QUICK LINKS**

New Scene Wallpaper
Backup Steam Workshop
Command Line
Asset Creation
Overview Image Effects
Overview Particles
Overview Scripting
Overview Shaders
Optimize Scene Wallpapers
Tutorial Scripting Click Play Sound

This tutorial will show you how to play a sound when clicking on an object.. Make sure you checked out the basic guides for the Editor and Scene Wallpaper!

## Preparation

* Open the Editor.
* Get a background image for the wallpaper which you will import first.
* Get a second image you want to click, for example this:

## Import the Image

   Drag and drop the image into the editor.

   The project name and scheme color will be automatically set, you can change them if you like. Press *OK* to import the image and create the wallpaper.

    A new wallpaper will be created and the image should become visible.

## Import Second Image

    First, import the second image that you want to click for the sound effect. You can drag & drop the image into the editor as well.

## Import Sound

    Drag and drop the sound file into the editor.

    With the sound selected, set it to a name that is easy to remember and unique. Also set the sound mode to **Single** and activate the **Start silent** option at the bottom. This will keep the sound quiet and only play it once when activated.

## Add Click to Play Sound Snippet

    Select the image you want to be clickable again and choose to bind a script to it on the right.

    Replace the entire script with the *Click to Play Sound* example snippet.

    Now make sure to replace the name of the sound that the script refers to. In the example above, the name of the sound layer was *coin*.

    Click OK and start the script preview at the top. Now you will be able to click the image you bound the script to and hear the sound effect.

## Result

Video with sound: https://streamable.com/98igh
SceneScript Module WEColor

Utility color module.

```
import \* as WEColor from 'WEColor';

```

# Functions

* **rgb2hsv**(rgb: Vec3): Vec3

Converts a normalized RGB vector into a normalized HSV vector.

* **hsv2rgb**(hsv: Vec3): Vec3

Converts a normalized HSV vector into a normalized RGB vector.

* **normalizeColor**(rgb: Vec3): Vec3

Normalizes a color from range [0, 255] to [0, 1].

* **expandColor**(rgb: Vec3): Vec3

Expands a color from range [0, 1] to [0, 255].
Backup Steam Workshop

When wallpapers are deleted from Steam for any reason, Steam will also delete them from your PC. Wallpaper Engine cannot prevent that, but if this is a concern for you, you can make a backup of your wallpapers.

Similar to that, there are many reports that Steam will randomly decide to re-download all Workshop files, which can be an annoyance if it's many GBs of data. Creating a backup and severing all ties to Steam can avoid that if it happens too often.

## Creating a Backup

* Steam stores all wallpapers in this location on your drive (depending on the Steam library where you installed Wallpaper Engine): *C:\Program Files (x86)\Steam\steamapps\workshop\content\431960*
* *Copy* the folder **431960** to Wallpaper Engine's installation path here: *C:\Program Files (x86)\Steam\steamapps\common\wallpaper\_engine\projects\431960*
* Rename the folder **431960** into **backup** so you'll end up with this folder that includes all Workshop items: *C:\Program Files (x86)\Steam\steamapps\common\wallpaper\_engine\projects\backup*

Restart the wallpaper browser and you should see the backed up wallpapers now. You can now unsubscribe the duplicate Steam ones and only use your personal copy of them.

💡 **Pro tip:** Do not just delete the original folder in Steam C:\Program Files (x86)\Steam\steamapps\workshop\content\431960 because this may confuse Steam and cause spurious downloading. It's better to unsubscribe them and let Steam delete the files.
Shader tutorial desaturation

This tutorial will show you how to create a new shader based effect that desaturates an image and allows you to control the amount of the effect. Make sure you checked out the basic guides for the Editor and Scene Wallpaper!

## Preparation

* Open the Editor.
* Import an image you want to animate.
* Enable Asset Creation in the editor.

## Import the Image

   Drag and drop the image into the editor.

   The project name and scheme color will be automatically set, you can change them if you like. Press *OK* to import the image and create the wallpaper.

   A new wallpaper will be created and the image should become visible.

## Add New Effect

Make sure you have enabled the Asset Creation options in the editor!

    Click on **Add Effect** on the right.

    Click on **New** at the bottom of the dialog.

    Enter a new name for the effect and click OK.

## Edit the Shader

    Click on **Edit** next to the fragment shader.

    Add a new line of code just before **albedo** is returned. This is the code:

```
albedo.rgb = CAST3(dot(vec3(0.11, 0.59, 0.3), albedo.rgb)));

```

This code will take the current color of the image, make a dot product with a constant vector (these constants are typically used to determine luminosity) and then turn the single resulting float into a vec3 by using the **CAST3** function.

You can now click on **OK** on the right and you will already see that the image becomes fully desaturated through this new effect.

## Add Slider to Control Effect

    To make the effect a bit more useful, we'll add a slider to control how much the image will be desaturated. Use the snippets menu to create a new float slider.

    Rename the slider variable and change the label, like this:

```
uniform float u\_DesaturationAmount; // {"material":"Amount","default":1,"range":[0,1]}

```

    Now add the new slider value to the code. Using the GLSL **mix** function we can blend between the original and desaturated color like this:

```
albedo.rgb = mix(albedo.rgb,
 CAST3(dot(vec3(0.11, 0.59, 0.3), albedo.rgb)),
 u\_DesaturationAmount);

```

Click on **OK** in the shader editor and you're done.

## Result

    Your new effect now has a slider that allows you to tweak the amount of desaturation easily and you can even bind a script or a user property to it.

Check out the whole shader reference for Wallpaper Engine.
Henry

**Henry** is a mini boss in *Borderlands 2* that must be defeated as part of the mission Best Mother's Day Ever. It is a

large Spiked Stalker, named after Taggart's mother.

**Henry** is first mentioned by Taggart in some regurgitated ECHO recordings found in stalker piles, in which it was described as having watched Taggart's camp. Later on it attacked and killed the rest of camp's inhabitants. Eventually Taggart's hands were eaten, and in his final ECHO recording it is revealed Henry had also eaten Taggart.

## Notes

* **Henry** has a rare chance to drop The Cradle, a Tediore shield.
* **Henry** has a chance to drop a very rare purple head for each class.
* **Henry** can be killed just after it spawns, resulting in no loot.
* Phaselocking **Henry** as it jumps out to attack can result in it becoming stuck under the ground. Any loot it drops in this condition cannot be retrieved.
* Although a Bandit Technical can be driven into Hunter's Bane where **Henry** is fought, Henry cannot be harmed by the catapult's explosive barrels.
* On Day 15 of the Borderlands 2 $100,000 Loot Hunt, **Henry** dropped the Tediore pistol, the Gunerang.
* **Henry** can drop up to 6 Eridium upon death.
* **Henry** is located in the The Highlands-Overlook
New Scene Wallpaper

Scene wallpapers support two different modes, 2D and 3D. The 2D variant allows you to create animated wallpapers from images while the 3D one is meant to be used to import 3D models. The supported objects you can put in a scene wallpaper are called renderables.

## 2D Scene Wallpaper

   Create a new 2D scene wallpaper by entering a project name and specifying the reference resolution. You can also choose a template to easily create preset wallpapers like flags. If you plan to import an image, you can also let it read the resolution automatically from the image later. 2D wallpapers are flat and use a 2D Coordinate System.

Make sure to check out the Tutorials for scenes.

## 3D Scene Wallpaper

   Create a new 3D scene wallpaper by entering a project name and choosing an optional template. 3D scenes are typically used to display 3D models. 3D wallpapers have perspective and use a 3D Coordinate System.

## Editor Layout

1. **Layers** Lists all renderables in your wallpaper. Click on the red *X* to remove an object. They are rendered from top to bottom, click and drag them to change their order. Select an object to edit its properties (3.) or move it around the scene (5.).
2. **Preview** Shows you a preview of your wallpaper. Click and move the mouse or press WASD to move the camera. 2D scenes allow you to zoom with the mouse wheel. Keep in mind this preview does not necessarily show how the wallpaper looks like in case you added custom camera paths. Use the options in the *View* menu to see how the wallpaper will looks like on different monitors.
3. **Properties** Allows you to change different aspects of the renderable you have selected.
4. **Assets** All assets available in your wallpaper. When you import new images or models, create new particles or add other resources, they will show up here. Drag them into the scene graph (1.) to add a new instance of them to your wallpaper.
5. **Gizmos** Use the three gizmos here to move, scale or rotate your selected renderable.

## Publishing

After you are done setting up your scene wallpaper you can publish it to Steam.
SceneScript Class IAudioBuffers

Provides access to the left and right audio spectrum values and their average. All arrays always have the same size and their contents will be updated for every frame automatically. The FFT magnitude spectrum is then transformed into audio spectrum with piecewise linear-logarithmic frequency distribution.

However, it does not have access to real/imaginary parts or the full FFT spectrum.

# Properties

* **left**: Float32Array

Left channel audio data.

* **right**: Float32Array

Right channel audio data.

* **average**: Float32Array

This is the arithmetic mean of both channels *(left + right) \* 0.5*.
Image Effect Water Ripple

Distorts the image to add a ripple effect. The effect can optionally be scrolled along a specified direction.

## Textures

* **Water normal**: The image used for the distortion. Any normal map can be applied.
* **Opacity mask**: Controls which parts of the image are affected by the ripple.

## Parameters

* **Animation speed**: How fast the ripple in-place is animated.
* **Ratio**: Increases the effect horizontally or vertically.
* **Ripple scale**: The scale of the ripple details.
* **Ripple strength**: How much distortion is applied to the image.
* **Scroll direction**: In which direction to scroll the effect.
* **Scroll speed**: How fast to scroll the image.

## Examples

   You can also use this for other distortions like a heat wave effect: Tutorial Desert Heat.
Image Effect Blur

Applies a coarse gaussian blur to the image.

This effect is expensive. Consider limiting the effect to optimize the wallpaper.

It is further recommended to only use it inside Wallpaper Engine if you make it dynamic and animated so that applying it to the raw image beforehand is not possible.

## Combos

* **Kernel size**: The size of the filter kernel. Affects performance and amount of blur.

## Textures

* **Opacity mask**: Defines where the effect is applied to the image.

## Parameters

* **Scale**: Controls the amount of blur on the X and Y axis.
Incinerator Clayton

**Incinerator Clayton** is the main NPC of the mission Cult Following: The Enkindling, although the mission is given

by Lilith in Sanctuary. **Clayton** is the leader of a cult called Children of the Firehawk. The Children of the Firehawk worship Lilith as their god and seek ways to please her. **Clayton** will send Vault Hunters on tasks, which mainly involve setting the cult's members on fire, in attempts to please The Firehawk.

## Missions

* Cult Following: Eternal Flame
* Cult Following: False Idols
* Cult Following: Lighting the Match
* Cult Following: The Enkindling

## Notes

* **Incinerator Clayton** has a small chance of dropping the legendary Maliwan rocket launcher, Pyrophobia.
SceneScript Event Update

This event function will be called every frame for all scripts that export it. If you animate anything here, make sure to use engine.frametime to make your animation scale properly according to the current FPS.

```
export function update(value) {
 // The initial value of the property this script is assigned to.
 return value;
}

```

You can choose to not return any value, then the property won't be modified.
Image Effect Film Grain

Adds a noisy film grain effect.

## Combos

* **Blend mode**: How the grain is blended with the background.
* **Greyscale**: Whether the grain is monochrome or colored.

## Textures

* **Noise**: Image used to generate the grain.
* **Opacity mask**: Defines which part of the image have noise.

## Parameters

* **Power**: Exponent of the noise.
* **Scale**: How large/detailed the noise effect is.
* **Strength**: How much noise is globally applied.
Boll

**Boll** is a lone Field Rat, with a pack of skags, in *Borderlands 2*.

## Involvement

**Boll** possesses ECHO Recorders that prove Lilith survived Hyperion's takeover of New Haven. During the mission In Memoriam, the Vault Hunters find these ECHOs for Lilith before Hyperion can claim them. **He** is located in Three Horns - Divide in the Marrowfields.

## Notes

* Killing **Boll** without harming his Snow Skags is required to complete the challenge Man's Best Friends.
* **Boll** has a chance to drop the legendary Fastball grenade mod upon death as of the 29 October 2015 update.
Image Effect Perspective

Adds a perspective warp to the image.

## Combos

* **Mode**: *UV* will warp the pixels of the image and allows them to be repeated or clamped, while *Vertex* will only warp the image plane.
* **Repeat**: Repeats the pixels of the image at the borders.

## Parameters

* **Bottom**: How much perspective distortion is applied to the bottom.
* **Left**: How much perspective distortion is applied to the left.
* **Right**: How much perspective distortion is applied to the right.
* **Top**: How much perspective distortion is applied to the top.
SceneScript Event ApplyUserProperties

This event function will be called once initially when the wallpaper is loaded and when the user properties are being adjusted by the user. Only changed properties will be available so you have to check for them to be set.

The parameter userProperties will contain the key names of the specific user properties that you created. Properties of the type color are already converted to a Vec3.

```
export function applyUserProperties(userProperties) {

}

```

### Rainbow Coloring Toggling Example

To exemplify this, let's say you have a property which you want to use to enable the cycling of rainbow colors on a "color" property of an asset.

You can access the property through the *applyUserProperties* method, assign the value to a local variable and then use that local variable in the update() function of your element. In the following example, the checkbox property with the key name "*iscolorful*" is assigned to a variable "*isColorful*" and then used in the *update()* method to determine whether or nor not the color should be changed with SceneScript.

```
'use strict';

import \* as WEColor from 'WEColor';

let rainbowSpeed = 1;
let rainbowSaturation = 1;
let rainbowBrightness = 1;
let isColorful = false;

/\*\*
 \* @param {Vec3} value
 \*/
export function update(value) {
 if (isColorful) {
 value = WEColor.hsv2rgb({
 x: Date.now() / 2000 \* rainbowSpeed % 1,
 y: rainbowSaturation,
 z: rainbowBrightness
 });
 }

 return value;
}

export function applyUserProperties(userProperties) {
 // First make sure to check if applyUserProperties is sending your property. Unchanged properties are not sent along so do not forget to check for this!
 if (userProperties.hasOwnProperty('iscolorful')) {
 // Assign the changed property to a local variable
 isColorful = userProperties.iscolorful;
 }
}

```

To give this a try, create a checkbox property named "*isColorful*" (the key will be all lowercase automatically) and bind a SceneScript to a "Color" property of an asset.
Image Effect Skew

Shifts the image on each border.

## Combos

* **Mode**: *UV* will shift the pixels of the image and allows them to be repeated or clamped, while *Vertex* will only shift the actual borders.
* **Repeat**: Repeats the pixels of the image at the borders.

## Parameters

* **Bottom**: How much shift is applied to the bottom.
* **Left**: How much shift is applied to the left.
* **Right**: How much shift is applied to the right.
* **Top**: How much shift is applied to the top.
Image Effect Fire

Adds a fire/burn effect.

## Combos

* **Blend mode**: How the fire is blended with the background.
* **Refract**: Whether the background will be distorted by the fire.

## Textures

* **Flow map**: Determines in which direction the fire effect moves and how much it is visible.
* **Albedo**: Used for the generation/shape of the fire.

## Parameters

* **Alpha**: Opacity of the entire effect.
* **Color start/end**: Fire blends between these two colors.
* **Distortion (Refract only)**: How much the background is distorted by the fire.
* **Feather**: How much the effect fades out towards the end color.
* **Scale**: How large the amount of detail of the effect is.
* **Smoothness**: How smooth the effect should be sampled.
* **Speed**: Controls how fast the fire is animated.
* **Threshold**: Can be used to make the fire look more rough by cutting parts of it off.
King Aracobb

**King Aracobb** is the king of all spiderants. He is located in the Trash Coast, directly west of the transition point and

will appear during the "Bait And Switch" mission after the abdomen of Queen Tarantella is placed as "Bait". He is not large compared to Queen Tarantella but is the same size if not marginally bigger than a regular King Spiderant.

The usual spiderant tactics may be used on **King Aracobb** as he has the behavior of regular spiderants. The **King** has substantial health which will make him a challenging opponent if he proves difficult to flank, especially because he deals considerably more damage than regular King Spiderants.

**King Aracobb** will respawn after completing the related mission, making it possible to harvest experience and items.

## Tactics

**King Aracobb's** large front head shield makes hitting the vulnerable abdomen from the front very difficult. His movements keep his abdomen generally covered behind his head, when not stunned.

A viable tactic, however, is to snipe from extreme range, relying on bullet drop to clip his abdomen despite not being able to see it directly. Shoot at the top edge of his head shield to either side of the tall center spike for accurate and reliable critical hits. Another tactic is to use corrosive weapons which, unlike Queen Tarantella, will cause damage.

## Trivia

* The name **Aracobb**, and by inference Aragog from J.K. Rowling's *Harry Potter and the Chamber of Secrets*, appears to be a combination of "aranea", or "arachnid", and "cobb" (or "coppe"), a Middle English word for spider (as in cobweb).
New Wallpaper

The supported types of wallpapers are videos, scenes, web and applications. Scenes allow you to import images and 3D models and add animations to them. The other types of wallpapers are usually created outside of Wallpaper Engine and then just imported and published to Workshop.

## Testing Wallpapers

   Every project you create can be used on your PC without publishing it to Workshop. If it doesn't show up in the wallpaper browser, restart it. You can also use the *Apply Wallpaper* option to apply it to your first monitor for testing purposes.

## Uploading to Steam Workshop

You can publish your wallpaper to share it on Steam Workshop with other users. Please make sure you have understood the rules, they will be shown when you open the editor for the first time and you can access them later in the menu Steam -> Workshop Rules. These rules are set by Valve are mandatory for all Workshops on Steam.
Texture Optimization

Reducing the memory required to display images will improve the performance and compatibility of the wallpaper. Some systems may have a limited amount of VRAM (video memory), if a wallpaper exceeds that, it would make the whole desktop unusable and sluggish. As a general guideline, using ~300 MB VRAM or less is ideal.

## Check Texture Memory Usage

   You can check the currently required texture memory in the editor by choosing *View -> Show Stats*.

   The stats will then be displayed in the scene window with *Active texture memory* at the very bottom.

## Optimize Texture Format

       Graphics cards do not support rendering of common image formats like JPEG and PNG. In video memory, these images are decompressed. However, a different compression method called DXT5[1] can be displayed by a graphics card and will occupy a quarter of memory compared to the decompressed image.

You can choose this compression either when importing a new image or by opening the texture properties of the image layer and just changing the format to DXT5 there.

## Optimize Texture Resolution

    Textures need to have a resolution of a power of two to be displayed by your computer. Wallpaper Engine will simply pad your image with black pixels and adjust everything automatically to make this easier for you. However, the amount of memory required increases. So you should consider this when checking the resolution of your image.

In this example a normal 1920 x 1080 image was imported. It has to be padded to a resolution of 2048 x 2048, because that's the next power of two. As you can see, there are a ton of black pixels in the example, half of the memory used is practically wasted.

You should consider reducing the height of the image to 1024, then Wallpaper Engine can create a 2048 x 1024 texture instead, that's only half the memory that was needed before. Of course this means that your actual image has a smaller resolution as well, so you need to decide if and how this trade-off works for you.
Image Effect Reflection

Adds a dynamic reflection to parts of the image. This includes all of the effects that have been previously applied.

## Textures

* **Opacity mask**: Which parts of the image contain a reflection.

## Parameters

* **Additive**: Whether the reflection will be *added* to the background or if it replaces it. Water reflections will look best with this set to *1*.
* **Direction**: The direction of the reflection.
* **Offset**: The position of the reflection, by default it will reflect around the center.
SceneScript Event CursorClick

This event function will be called when the cursor has been pressed and released on the same object, so it will only happen after CursorDown and CursorUp have run on the same object. It will only work on objects marked 'solid' in the editor.

The parameter for all cursor events is of type ICursorEvent.

```
export function cursorClick(event: ICursorEvent) {

}

```
SceneScript Class Vec2

Vec2 utility class.

⚠️ **Warning:** This class will likely be extended in the future with better compatibility to other Vec classes or more functions. Make double sure you do not call functions with wrong parameters or your script won't be future proof.

# Properties

* **x**: Number

Value of first component.

* **y**: Number

Value of second component.

# Constructors

* **constructor**(): Vec2

Empty constructor sets all components to 0.

* **constructor**(value: Number): Vec2

Sets both x and y members to parameter value.

* **constructor**(x: Number, y: Number): Vec2

Constructor that sets x and y respectively.

* **constructor**(value: String): Vec2

Will parse the first two numbers from the string and set x and y respectively.

* **constructor**(value: Vec3): Vec2

Will use x and y from value and set members respectively.

# Functions

* **length**(): Number

Returns length of the vector.

* **lengthSqr**(): Number

Returns squared length of the vector. This is more efficient, so if you only need a binary comparison, use this.

* **normalize**(): Vec2

Normalizes the vector and returns the result as a new object.

* **copy**(): Vec2

Makes a copy.

* **add**(value: Number|Vec2): Vec2

Adds parameter to both components and returns result as a new object.

* **subtract**(value: Number|Vec2): Vec2

Subtracts parameter to both components and returns result as a new object.

* **multiply**(value: Number|Vec2): Vec2

Multiplies both components with parameter and returns result as a new object.

* **divide**(value: Number|Vec2): Vec2

Divides both components by parameter and returns result as a new object. Does not check for zero division.

* **dot**(value: Vec2): Number

Computes dot product with vector value.

* **reflect**(normal: Vec2): Vec2

Returns reflection vector along normal. Make sure that normal is normalized.

* **perpendicular**(): Vec2

Returns perpendicular copy of the vector.

* **toString**(): String

Concatenates components with a space in-between so that it can also be parsed again.
Tutorial Scene User Property Visibility Combo

This tutorial will show you how to make it possible for users to hide/show parts of the wallpaper from the wallpaper browser later. Make sure you checked out the basic guides for the Editor and Scene Wallpaper as well.

We will use a combo box to make it possible to choose between different layers being visible based on the selected option. In this example we will have three weather options, rain, snow and fog. Only one type of weather will be visible depending on the choice of the user.

⚠️ **Warning:** Hiding an object will currently not free its textures or other resources. This means even hidden objects incur a certain performance cost.

## Add Weather Layers

   First make sure you have all layers added to the project and visible. We are using the rain, snow and fog presets here.

## Add Combo Option

   Select the first layer and bind a new user property to its visibility option.

   Add a new property and then change the type to **Combo**.

    Change the name of the property and add three options, Rain (0), Snow (1) and Fog (2). Then pick a default option you want to have in the wallpaper browser later.

    Click **OK** to save the property. Now back in the other dialog, choose the correct option that should make this current layer visible. In the example case the Rain option is already picked. Press **OK**.

    Now we need to assign the other to options to the other layers. Select the Snow layer and then bind a user property to it like before.

    Instead of creating a new property, we select the existing one and then change the linked option at the bottom to **Snow**.

    Repeat the same for the fog layer, select it and assign the **Fog** option of the existing property.

## Result

    The wallpaper browser will now have a new combo option and only either the rain, snow or fog layer will become visible based on which option is selected.
Image Effect Opacity

Can be used to make parts of the image translucent. In the example, the opacity of one image was used on a different animated layer that contained a rotating galaxy, creating a dynamic mask. The red channel of the opacity mask image will be used to control the opacity.

## Textures

* **Opacity mask**: Controls which parts of the image are visible and which are translucent.
Image Effect Transform

Allows you to rotate, scale or offset the image.

## Combos

* **Mode**: *UV* will transform the pixels of the image and allows them to be repeated or clamped, while *Vertex* will only transform the actual corners.
* **Repeat**: Repeats the pixels of the image at the borders.

## Parameters

* **Angle**: The rotation of the effect.
* **Offset**: How much to move the image along the X and Y axis.
* **Scale**: How much to scale the image along the X and Y axis.
Image Effect Spin

Rotates part of the image continuously. Can be used for wheels, for example.

## Combos

* **Elliptical**: If you want to skew the animated object and rotate it like an ellipse.
* **Mode**: *UV* animates the selected pixels while *Vertex* will always rotate the entire image.
* **Perspective**: Make the rotation independent from the aspect ratio of the image.
* **Repeat**: Repeat the image around the borders, otherwise clamp it.

## Textures

* **Opacity mask**: Determines which pixels will be affected.

## Parameters

* **Center**: The point to rotate around. Use the picker to easily select it by clicking somewhere on the image.
* **Speed**: How fast to spin.
* **Angle (Elliptical only)**: The angle/orientation of the ellipsis.
* **Ratio (Elliptical only)**: How much the ellipsis is compressed/stretched.

## Examples

   Elliptical spin animation for a galaxy. *Ratio* set to *2*, *angle* to *1.2*.
Tutorial Scene User Property Color

This tutorial will show you how to add a custom color option to the browser and use it in your scene wallpaper. Make sure you checked out the basic guides for the Editor and Scene Wallpaper!

## Preparation

* Open the Editor.
* Get an image you want to animate, for example this:

## Import the Image

   Drag and drop the image into the editor.

   The project name and scheme color will be automatically set, you can change them if you like. Press *OK* to import the image and create the wallpaper.

    A new wallpaper will be created and the image should become visible.

## Add Tint effect

    Select the image on the left and then click *Add* in the effects menu to add a new effect.

    Select Image Effect Tint and click *OK*.

    By default, the effect is applied to the entire image. To limit it to a certain area, click on *paint* near the opacity mask option.

    Make sure *value* is set to 255 and start painting the part that you want to color. Then press *OK*.

## Link User Variable

    Click on the small gear icon next to the tint color on the right. Choose *Bind User Property*.

    Click on *Add Property* to create a new color property.

    Fill in the values you like, choose a default color for the user, and press *OK*.

    The property will be auto selected if it is new, just close the dialog now and the property will be linked.

💡 **Pro tip:** You can edit and sort all of your user properties in the Edit -> Project Settings menu later as well.

## Result

    The wallpaper will show the user property in the browser now. Changing this property will also change the color of the wallpaper on your desktop!
Shader header common vertex

This header contains utilities that may be used in vertex shaders only.

## Functions

* **BuildTangentSpace** (vec3 normal, vec4 signedTangent) -> mat3

Builds tangent space matrix from a normal vector and a tangent vector with a sign in w for the direction of the bitangent.

* **BuildTangentSpace** (mat3 modelTransform, vec3 normal, vec4 signedTangent) -> mat3

Builds world space tangent space matrix from a normal vector and a tangent vector with a sign in w for the direction of the bitangent.
Tutorial Breathing

This tutorial will show you how to add a breathing effect to a character. Make sure you checked out the basic guides for the Editor and Scene Wallpaper!

## Preparation

* Open the Editor.
* Get an image you want to animate, for example this:

## Import the Image

   Drag and drop the image into the editor.

   The project name and scheme color will be automatically set, you can change them if you like. Press *OK* to import the image and create the wallpaper.

    A new wallpaper will be created and the image should become visible.

## Animate Breathing

    Select the image on the left and then click *Add* in the effects menu to add a new effect.

    Add the *shake* effect from the menu.

    Click on *paint* near the flow map at the top right.

    The paint options will now show up. Choose the *spread* mode on the left and increase the size of the brush. Reduce the opacity to achieve a smoother result too.

    Start painting the effect on the chest and near the shoulders by clicking and holding the left mouse button. You can undo paint strokes with CTRL+Z or the left arrow in the paint menu. You should have a smooth breath animation on the chest after this step.

## Animate Arm and Head Movement

    To further improve the effect, we will add some movement to the arms and head. While still editing the flow map, change the paint mode back to *direction*.

    Move downwards on the arms and upwards on the head like on the picture, this will create a motion that fits well to the breathing effect.

**Make sure to press OK in the paint menu to save your edits**

    You can now optionally edit the settings on the right to control the speed and strength of the shake effect. For this picture, the default settings work well enough.

## Result

💡 **Pro tip:** You can delay the head movement a little by also painting the *Flow phase* texture of the effect. Just paint a value of about 230 - 240 where the head is, this will make the motion look more natural
Particle Editor

Open the particle editor by adding a new Particle System or editing an existing one.

## Layout

1. Select a particle to edit, create a new one, duplicate the current one or delete it.
2. Components that define the behavior of the particle.
3. Properties that allow you to configure the selected component.
4. Preview that plays the current particle for you while you are working on it.

## Adding Components

Click on the green *+* button to add a new component to the respective category. You can move them around by dragging them and remove components by click on the red *X* next to them.

## Preview

Use the left mouse button to drag the camera and the mouse wheel to zoom in and out. The current particle count and system max count is shown in the top right.
Image Effect God Rays

Adds radial or directional light beams to the image from bright areas.

This effect is expensive. Consider limiting the effect to optimize the wallpaper.

It is further recommended to only use it inside Wallpaper Engine if you make it dynamic and animated so that applying it to the raw image beforehand is not possible.

## Combos

* **Cast type**: Either radial or directional beams.
* **Samples**: How often to read the image, can severely affect performance but makes the rays smoother.
* **Kernel size**: How thick the rays will be.
* **Blend mode**: How the rays are blended with the background.
* **Copy background**: Improve blending over translucent pixels by sampling colors from the layers background to perform blending.

## Textures

* **Opacity mask**: Limits the rays to specific parts of the image. Link another animated layer here to make the rays animate and flicker.

## Parameters

* **Center (Radial only)**: The center of the rays.
* **Direction (directional only)**: The direction of the rays.
* **Color end**: Rays are multiplied with this color at the end.
* **Color start**: Rays are multiplied with this color at the start.
* **Ray intensity**: Brightness of the rays.
* **Ray length**: Length of the rays.
* **Blur scale**: Controls how much the rays are blurred.
Gizmos

These can be used to change the position, angle and scale of objects on your wallpaper. First, select the object you want to modify on the left, than select a gizmo at the top.

## Translate

   Changes the position. You can move the object on the X and Y axes on 2D wallpapers and additionally on Z for 3D wallpapers.

## Rotate

    Changes the angles. You can rotate the object around the X, Y and Z axis in 3D wallpapers, but only around the Z (forward) axis in 2D wallpapers.

## Scale

    Changes the size. You can scale the object along the X and Y axes in 2D wallpapers and additionally along the Z axis in 3D wallpapers.
Asset Creation

⚠️ **Warning:** This article is not about publishing wallpapers! To publish a wallpaper, just click **Steam -> Share Wallpaper** in the Workshop, that's all you need.

If you want to create an asset for others to re-use in their wallpapers, you first have to enable the asset creation options in the editor. These are hidden by default to avoid that they confuse new users when trying to publish a wallpaper.

## Enable Asset Creation

   You can enable asset creation and sharing in the view menu by clicking **Enable Asset Creation**.

## Share Assets

   There will now be a new share option right above the wallpaper share option in the Steam menu. Use **Share Assets on Workshop** to upload your assets.

   You can choose between layers and effects. If you decide to share layers, you can select multiple layers from your current project that will be uploaded - including any dependencies they have to internal assets, like textures, shaders, child particles etc. Just make sure you select all layers that you want to share.

If you decide to share an effect, you can choose a single of your custom effects. Unless you already created a new effect, this menu will be empty.

    If you're sharing multiple layers, you can share them as an asset pack. This option will allow the user to only import one of those layers into their wallpaper and not all at once. This is useful if you want to create a bunch of similar particle effects, for example, but the user is expected to only import one or a few of them and not all together.

## Create New Effect

    Enabling asset sharing will also enable a new option in the effect menu in the bottom left. You can click on **New** to create a new shader effect and you will get started off with a basic passthrough shader that doesn't do anything special.

Alternatively, you can first click on any existing effect and then the button will change to **Duplicate**. That allows you to create a copy of an existing effect and make changes to this - saving you a ton of work. If you want to make changes to an existing effect, this makes it a lot easier to create a variation of one.

Check out Shader tutorial desaturation to get started on a new effect!
Scorch

**Scorch** is a giant Fire Spiderant found in Frostburn Canyon. It appears as part of the mission Cult Following: False

Idols.

**Scorch** can also spawn in The Raid on Digistruct Peak, on Overpower Level 2 or higher.

## Involvement

When first seen, **Scorch** is being worshipped as a god, much to the ire of Incinerator Clayton. Tasked with the objective to find and eliminate this false deity, the Vault Hunters find the spiderant poised to deliver the killing blow to five willing psychos kneeling before it.

## Appearances

* Borderlands 2
* Digistruct Peak Challenge

## Strategy

*Main article: Cult Following: False Idols*
## Notes

* There is a chance that **Scorch** will drop the Hellfire, a legendary elemental incendiary SMG, when killed.
* **Scorch's** priority targets are his worshippers after his mission spawn. In True Vault Hunter Mode he may need several attacks to kill them.
* Killing **Scorch** without killing **Scorch's** spiderant minions completes the Praise Be to **Scorch** challenge.
* A bug in console editions of *Borderlands 2* has sometimes caused **Scorch** to appear as a skag.