Difference between revisions of "Modding"
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<code>"AttributeParent": { "Value1", "Value2", "Value3" },</code> | <code>"AttributeParent": { "Value1", "Value2", "Value3" },</code> | ||
In this guide, attributes will have applicable values listed alongside them, so for now just know that not all attributes take the same values. | In this guide, attributes will have applicable values listed alongside them, so for now just know that not all attributes take the same values. | ||
A note about JSON: when adding attributes you put a comma at the end only if there is another attribute after it. | A note about JSON: when adding attributes you put a comma at the end only if there is another attribute after it. | ||
For example, if there are only 3 attributes in a file, you would only have 2 commas as the last attribute doesn't need it: | For example, if there are only 3 attributes in a file, you would only have 2 commas as the last attribute doesn't need it: | ||
<pre> | <pre> | ||
[ | [ | ||
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] | ] | ||
</pre> | </pre> | ||
This is also the case when adding attributes within other attributes: | This is also the case when adding attributes within other attributes: | ||
<pre> | <pre> | ||
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</pre> | </pre> | ||
Appearance Attributes will require a spritesheet to get their graphics from. | Appearance Attributes will require a spritesheet to get their graphics from. | ||
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===<u>Basic Attributes:</u>=== | ===<u>Basic Attributes:</u>=== | ||
<code>"name":</code> | <code>"name":</code> | ||
===<u>Appearance Attributes:</u>=== | ===<u>Appearance Attributes:</u>=== | ||
===<u>Structural Attributes:</u>=== | ===<u>Structural Attributes:</u>=== | ||
===<u>Resource Attributes:</u>=== | ===<u>Resource Attributes:</u>=== | ||
===<u>Weapon Attributes:</u>=== | ===<u>Weapon Attributes:</u>=== | ||
===<u>Weapon Appearance Attributes:</u>=== | ===<u>Weapon Appearance Attributes:</u>=== | ||
===<u>Audio Attributes:</u>=== | ===<u>Audio Attributes:</u>=== | ||
===<u>Track-related Attributes:</u>=== | ===<u>Track-related Attributes:</u>=== | ||
===<u>Leg-related Attributes:</u>=== | ===<u>Leg-related Attributes:</u>=== | ||
===<u>Tentacle-related Attributes:</u>=== | ===<u>Tentacle-related Attributes:</u>=== | ||
[[Category:Modding]] | [[Category:Modding]] |
Revision as of 08:37, 28 April 2022
The game can be modded using JSON files.
Modding Guide Blog Posts
Other Resources
Modding Attribute List
Preliminary Information:
The basic structure of attributes is:
"Attribute": "Value",
Where "Attribute"
will be the attribute you want to add and "Value"
is the value you want to set the attribute to.
Some attributes can be given a list of values as well:
"AttributeParent": { "Value1", "Value2", "Value3" },
In this guide, attributes will have applicable values listed alongside them, so for now just know that not all attributes take the same values.
A note about JSON: when adding attributes you put a comma at the end only if there is another attribute after it.
For example, if there are only 3 attributes in a file, you would only have 2 commas as the last attribute doesn't need it:
[ { "Attribute1": "Value", "Attribute2": "Value", "Attribute3": "Value" } ]
This is also the case when adding attributes within other attributes:
[ { "AttributeParent": { "subAttribute1": "value", "subAttribute2": "value", "subAttribute3": "value } } ]
Appearance Attributes will require a spritesheet to get their graphics from.
1 Tile = 16 pixels, spritesheets are 63 x 63 tiles, or 1024 x 1024 pixels
When attributes require a coordinate on the spritesheet, the format is ( x , y ) or horizontal then vertical.
Both horizontal and vertical start from ( 0 , 0 ) on the top left and go to ( 63 , 63 ) on the bottom right.
Basic Attributes:
"name":