Within that folder for your mod, the standard procedure is to make the following folders (though you only need to make the ones that you need to put files in, as the content of your mod dictates): For example, the location for my Disciple of Cookie mod is:Ĭ:/Users/*my name*/Documents/Gaslamp Games/Dungeons of Dredmor/mods/Disciple of Cookie ~/Library/Application Support/Dungeons of Dredmor/modsĬ:/Documents and Settings/*your user name*/Gaslamp Games/Dungeons of Dredmor/modsĬ:/Users/*your user name*/Documents/Gaslamp Games/Dungeons of Dredmor/modsįrom that base location (the /mods for Windows and Mac, and the /Dredmor folder for Linux), create your own mod folder. The image files for any items (weapons, food, armor, alchemical ingredients, anything that the player can pick up) in your mod go here. The necessary code (for Dredmor, all coding is in. This includes content databases- code that references all of your mod's additions to the game- like skillDB, spellDB and others that will be discussed later. The one file that absolutely must go here is the modDB. This folder does not seem to actually do anything at the moment. In theory, it should contain sound effects for your mod. Instead, just reference the effects used in the full game. When you've done this, your mod folder should look something like mine below: Image files go here, from skill tree and spell icons to moving spell and monster sprites. originFacing="south" :: the location that the bolt launcher should face, and by extension where it should be located relative to the trap.origin="dungeon/trap_wall_gargoyle0.png" :: the location of the image file used for the feature that fires a bolt at the player, relative to the mod's base folder.So let's look at the portion of that spell that's contained between the tags. casts="Aethereal Missile" :: what the trap triggers when it is stepped on.trigger="always" :: how many times the trap should trigger when stepped on.originMount="wall" :: what the bolt launcher should be mounted on.This launcher would be located northwards, directly above the trap, facing towards it. level="5" :: the floor level that this item most often appears on.Ī trap (and its accompanying bolt launcher) in game that uses the originFacing="south" and originMount="wall" tags.This tag is always used for traps, regardless of whether you're making a bold launcher. row text="#"/> :: this defines one row of the room.To understand what's going on here, let's break down the code a little bit. This part of the code is essentially a visual depiction of the room itself. Compare it to the two images below of the room in game. This is the upper half of the room, after the false walls have been destroyed. So the important part to note about the code above is that it translates 1:1 into the game.
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