(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -1,7 +1,7 @@
<Ragdoll type="redcrawler" colliderheightfromfloor="40" impacttolerance="15" draggable="True" limbscale="0.7" jointscale="0.7" canentersubmarine="True" texturescale="1" spritesheetorientation="90">
<Ragdoll type="redcrawler" colliderheightfromfloor="40" impacttolerance="15" draggable="True" limbscale="0.7" jointscale="0.7" canentersubmarine="True" canwalk="True" texturescale="1" spritesheetorientation="90">
<collider height="80" radius="40" name="Main Collider" width="0" />
<!-- Head -->
<limb id="0" radius="50" type="Head" flip="True" steerforce="15" mouthpos="50,0" healthindex="0" attackpriority="0" stepoffset="0,0" bodytype="Dynamic" height="0" width="0" mass="0" friction="0.3" restitution="0.05" density="10" pullpos="0,0" refjoint="-1" ignorecollisions="False" name="Limb 0" notes="">
<limb id="0" radius="50" type="Head" flip="True" steerforce="15" healthindex="0" attackpriority="0" stepoffset="0,0" bodytype="Dynamic" height="0" width="0" mass="0" friction="0.3" restitution="0.05" density="10" pullpos="0,0" refjoint="-1" ignorecollisions="False" name="Limb 0" notes="">
<deformablesprite texture="Mods/ExampleMod/Redcrawler/crawler.png" sourcerect="153,2,102,82" depth="0.1" origin="0.5238374,0.4827269" subdivisions="3,3">
<spritedeformation type="noise" resolution="3,3" frequency="2" amplitude="0.05" changespeed="2" blendmode="add" stopwhenhostisdead="true"/>
<SpriteDeformation type="custom" resolution="3,3" frequency="0.0" blendmode="multiply" row0="0,0 0,0 0,0" row1="0,0 0,0 1,1" row2="0,0 1,2 1,2" />
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Character name="RedCrawler" humanoid="false" blooddecal="blood">
<Character speciesname="RedCrawler" humanoid="false" blooddecal="blood">
<ragdolls folder="default"/>
<animations folder="default"/>
+39 -3
View File
@@ -24,11 +24,11 @@ Content Packages:
submarine from the "Publish item" tab in the Workshop menu, and the
game automatically creates a folder and content package for your mod.
Example:
Example
A very simple content package could be configured as follows:
<contentpackage name="BestModEver" path="Mods/BestModEver/BestModEver.xml" gameversion="0.9.1.0" corepackage="true">
<contentpackage name="BestModEver" path="Mods/BestModEver/filelist.xml" gameversion="0.9.1.0" corepackage="true">
<Item file="Mods/BestModEver/items.xml" />
<Character file="Mods/BestModEver/Human/Human.xml" />
<Character file="Mods/BestModEver/Cthulhu/cthulhu.xml" />
@@ -39,6 +39,11 @@ Example:
<Executable file="Barotrauma.exe" />
</contentpackage>
Note that this mod has been configured as a "core package". Core packages are
packages that contain all the necessary files to make the game run, instead of
just adding some extra files on top of another content package. There can only
be one core package selected at a time.
This content package would replace all the items in the game with whatever items are
configured in the "Mods/BestModEver/items.xml" file. It would also use a modified
version of the human characters and have all the monsters in the game replaced with
@@ -46,4 +51,35 @@ Example:
a new event that spawns Cthulhu and removing the events that spawn monsters/items
which aren't included in the mod.
It is also set to be used with the version 0.9.1.0 of the game.
Note that the content package should be saved with the file name "filelist.xml" in
the Mods folder, in this case "Mods/BestModEver/filelist.xml".
Non-core content packages
Most mods are usually not core content packages, but instead add things to or
modify things in the Vanilla content package (= the default content of the game).
Here's an example of a simple non-core package:
<contentpackage name="BestModEver" path="Mods/PotatoGun/filelist.xml" gameversion="0.9.1.0" corepackage="false">
<Item file="Mods/PotatoGun/potatogun.xml" />
</contentpackage>
This mod would simply add an extra item to the game (or items if there are multiple
ones configured in the potatogun.xml file).
Overriding content
You can also set your mods to override vanilla content without having to modify the
Vanilla content package. This can be done by using Override-elements in the xml
configuration files. For example, the content of the potatogun.xml file could be
something like this:
<Override>
<Item name="Potato Gun" identifier="harpoongun">
...
</Item>
</Override>
This would mean that the item overrides an item that has the identifier "harpoongun",
i.e. replaces harpoon guns with the potato gun.