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. 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. 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. 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. 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. Instead, just reference the effects used in the full game. In theory, it should contain sound effects for your mod. This folder does not seem to actually do anything at the moment. The one file that absolutely must go here is the modDB. 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 necessary code (for Dredmor, all coding is in. The image files for any items (weapons, food, armor, alchemical ingredients, anything that the player can pick up) in your mod go here. 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. Depending on your operating system, this will be in one of the following places: All mods require a common thing: file directories! The game expects a consistant structure from all mods, and if you want your mod to work correctly you'll need to place the base folder in the correct location.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |