As a reminder, this requires modloader version 0.10.0 [Click for Modloader]
I use Notepad++ to write my XML code and I suggest you download it as well.
1. The file structure of a mod is fairly simple, as shown below. Be careful of case sensitivity!
As well, you don't need to put _MyModName after each XML file, but this helps keep things organized. Remember to name the files as haven, animations, texts, etc. so that the mod loader knows where to write the XML definitions.MyModName(folder)
info.xml
library (folder)
haven_MyModName.xml
animations_MyModName.xml
texts_MyModName.xml
textures (folder)
texture1.png
texture2.png
...
Follow this structure strictly! Once you've created the necessary folders, and XML files using New>File and then Save As in Notepad++ then you should have the barebones of a mod. Once you have this template down it's easier to create a set of base mod files (basically a template) that you can copy and use again later.
2. The info file is also very simple, feel free to copy the template below. The info file is necessary for the mod loader to load your mod correctly and to pack textures correctly, which requires a unique mod id.
The mod id must be unique! I suggest using your discord prefix # and then incrementing by 1 for each mod that you make (if your prefix is 5257 then I'd make the first mod that, then the second 6257 and the third mod 7257, etc.)<mod>
<name>My Mod Name</name>
<author>YourName#XXXX</author>
<description>Description of your mod in a single sentence here.
version 0.1
Feature Header goes Here
-feature 1
-feature 2
...
</description>
<minimumLoaderVersion>0.10.0</minimumLoaderVersion>
<gameVersions>
<v>0.14.1</v>
</gameVersions>
<modid>XXXX</modid>
</mod>
Once you've finished going over this file, move onto the next step.
3. Deciding what what sort of weapon we're going to make, whether we're making custom anims and what condition we want to create for a wound.
-must be projectile based
-are we using custom conditions (basically wound but more accurately affective states. found in the condition panel)?
-are we using custom anims? yes or no?
The answers to these questions will decide how far we need to follow the next tutorial parts. Feel free to write your answers down.
Cheers.
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[link to Part 3 of the tutorial]
[link to Tutorial on looking at the game assets]
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