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Modding info/tips:
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When doing an automatic update through the launcher, any old/unnecessary
files in the Content folder will be deleted. This also includes any new
files you may have added to the folder.
It is recommended to save all modifications to the ''Mods'' folder, or
in the case of custom subs, to the 'Submarines'' folder.
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Content Packages:
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Content packages determine which configuration files the game will be using.
This includes the configuration files for items, map structures, characters,
monsters and jobs.
In the multiplayer mode, players are required to use the same content package
as the server or they won't be able to join.
If you are making a mod for the game, it is recommended to create a new content
package instead of just replacing existing files in the content folder.
This way you and anyone else using the mod can easily change between different
mods and the vanilla version, without having to manually replace files in the
Content folder or keep backups of different files.
The content packages are configured in XML files which are saved in Data\ContentPackages.
Example:
A very simple content package could be configured as follows:
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
crawlers and Cthulhus. The random events have also been changed - perhaps by adding
a new event that spawns Cthulhu and removing the events that spawn monsters/items
which aren't included in the mod.
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Creature modding:
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All the creatures/characters in the game are configured in XML files.
The XML files should be formatted in the following way:
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Elements:
Character:
- has to be the root element of the file
Attributes:
name: the name of the creature
humanoid: true/false, if set to true the character is animated using
a bipedal animator (like humans)
needsair: true/false, does the character drown/suffocate without
oxygen (false by default)
drowningtime: how fast the character drowns (in seconds)
doesbleed: if set to false, the character takes no bleeding damage
health: self explanatory (100.0 by default)
Ragdoll:
- has to be a child element of the character element
Attributes:
headposition: how high from the ground the head of the character should
be when the character is standing (50.0 by default)
headangle: an angle which the head is rotated to when the character is walking
(0.0 by default, meaning that the head will face straight forward)
torsoposition: same as headposition but for torso (50.0 by default)
torsoangle: an angle which the torso is rotated to when the character is walking
(0.0 by default, meaning that it will face straight forward)
waveamplitude, wavelength: if the character is not a humanoid, it will
do a "wave-like" swimming movement with the selected amplitude and
wavelength. To put it simply, amplitude affects how large up-and-down
movement the character will do and wavelength affects how fast the
character does the movement (both 0.0 by default)
flip: should the entire character be "mirrored" over the y-axis when it
switches its movement direction from left to right or vice versa,
or should it just rotate along the z-axis (false by default)
walkspeed, swimspeed: how fast the character should move on land and
in water, (the actual speeds are also affected by the weight, shape
and steerforces of individual limbs) (both 1.0 by default)
swimspeed: how fast the character should move in water
Limb:
- an individual part of the ragdoll
- has to be a child element of the ragdoll element
Attributes:
id: an integer that is used to distinguish between limbs when connecting them
with joints. The first limb should have the id "0", the second "1" and so on.
radius, width, height: used for setting the dimensions of the physics body
of the limb. If only radius is set, the limb will be a circle with
the selected radius. If width and height are set, it will be a rectangle.
If radius and height are set, it will be a capsule.
density: the mass of the limb will be area_of_the_limb * density (default 10.0)
friction: the friction coefficient of the limb (0.3 by default)
flip: true/false, if set to true the limb will be "flipped" from one side
to another when the character turns around (as in, if a character is
facing left and has an arm extended left, the arm will be extended
to the right when the character faces to the right) (false by default)
ignorecollisions: true/false, should the limb collide with walls (true by default)
impacttolerance: if the limb receives an impact larger than this value, it takes
damage (20.0 by default)
type: determines how the limb should be animated and what kind of items can be
equipped on the limb. Can be set to None, LeftHand, RightHand, LeftArm,
RightArm, LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Waist, Tail,
Legs, RightThigh or LeftThigh
pullpos: when animating the character, forces will be applied to this
point of the physics body of the limb. Defaults to "0.0, 0.0" which
is the center of the limb.
refjoint: index of the joint that is used as the "center point" along
the x-axis when doing a walking animation. For example, if the joint
between a characters thigh and waist is set as refjoint, the feet of the
character will be moved directly under said joint when the character is
standing still.
steerforce: how much force is applied to the limb when the character moves (0.0 by default)
armorsector: an armored sector between two angles (in degrees). For example,
-90,90 would make the front sector of the limb armored (0.0,0.0 by default)
armor: how effective the armor is: damage is divided by this value if an attack hits the
armored sector (1.0 by default)
Sprite:
- a child element of a limb element
Attributes:
texture: file path of the texture
sourcerect: which part of the texture should be used. If either width or
height are 0, they will be set to the width or height of the texture.
(0,0,0,0 by default)
origin: what point in the sprite is considered the "middle point". "0,0"
is the upper left corner of the sprite and "1,1" the lower right
corner. ("0.5, 0.5" by default)
depth: Affects the order which sprites are drawn in. Sprites with a
depth of 1.0 will be drawn under sprites that have the depth set
to 0.9 for example. Note that setting several limbs to the same
depth value may cause them to "flicker" on top of each other, so
it's recommended that every sprite has a slightly different depth.
Attack:
- a child element of a limb element
Attributes:
type: affects the logic for moving the attacking limb. At the moment the only
types are None, PinchCW and PinchCW
PinchCW: the limb rotates clockwise when attacking (or counter-clockwise
if the character is facing left). Useful for attacks like biting
or slashing
PinchCCW: the same as PinchCW, but in the limb is rotated in the
opposite direction
Hit: the limb will "punch" the target
damage: damage done to other characters (0.0 by default)
bleedingdamage: how much the attack affects the bleeding rate (0.0 by default)
structuredamage: damage done to structures (0.0 by default)
stun: how long the target is stunned (in seconds, 0.0 by default)
range: how close the limb doing the attack has to be to the target to do damage
(0.0 by default, but should be set to a higher value or otherwise it
will only do damage if the limb is exactly at the position of the target,
so practically never)
duration: how long the attack lasts - if set to zero, it will be a "one-hit"
attack, otherwise it will be active for a while and the damage values
will be damage per second
priority: can be used for adjusting how likely the character is to use specific
attacks. For example, if a character has two attacks, first one
having the priority 2.0 and the second 1.0, the character is twice as
likely to use the first one.
Joint:
- a revolute joint connecting two limbs to each other
- a child element of the ragdoll element
Attributes:
limb1, limb2: thes id of the limbs that should be connected
limb1anchor, limb2anchor: the points where the joint is attached to on
the limbs (0.0, 0.0 being the center)
lowerlimit, upperlimit: how much the joint can turn. If both are set to 0.0,
the joint can rotate freely.
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Editing items:
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(A more extensive tutorial coming up in the future)
Items are also configured in XML files. An item consist of several ''components''
which determine the functionality of the item. See the existing item files for
examples on the components.
TO BE CONTINUED