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.
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.

Underconstruction.png This page is under construction. Please help review and edit this page.

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":


Appearance Attributes:

Structural Attributes:

Resource Attributes:

Weapon Attributes:

Weapon Appearance Attributes:

Audio Attributes:

Track-related Attributes:

Leg-related Attributes:

Tentacle-related Attributes: