User:Kernelmethod/Sandbox: Difference between revisions
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* How to perform a wish | * How to perform a wish | ||
* The _Quickstart game option | * The _Quickstart game option | ||
* Enabling mods | |||
Prerequisites: | Prerequisites: | ||
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=== XML === | === XML === | ||
'''XML''' (the e'''X'''tended '''M'''arkup '''L'''anguage) is a type of ''markup language'', which (loosely speaking) is a text-based document format that can be read and interpreted by a program. Caves of Qud makes extensive use of XML for things like defining creatures, quests, items, conversations, and more. We'll be working with XML a lot throughout this tutorial, so it's helpful to have a little familiarity with XML first. | |||
You can check out the [https://en.wikipedia.org/wiki/XML| Wikipedia page on XML] if you want to learn more about XML. Here's some basic terminology you should be familiar with: in the XML snippet below, | |||
<syntaxhighlight lang="xml"> | |||
<foo bar="baz" /> | |||
</syntaxhighlight> | |||
<code>foo</code> is what's called an '''XML tag'''. Meanwhile, <code>bar</code> is an '''attribute''', which (in this case) has been assigned the value <code>baz</code>. | |||
You may also see '''comments''' here and there. A comment consists of one or more lines of text between <code><!--</code> and <code>--></code>, such as the following: | |||
<syntaxhighlight lang="xml"> | |||
<!-- This is a comment! --> | |||
<!-- | |||
... and this is also a comment! | |||
--> | |||
</syntaxhighlight> | |||
Comments don't do anything by themselves; they're just helpful for documenting things that are going on in your XML. | |||
=== Wishes === | === Wishes === | ||
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* Adding new mod with <code>manifest.json</code> to the <code>Mods/</code> folder. | * Adding new mod with <code>manifest.json</code> to the <code>Mods/</code> folder. | ||
* At the end of this section, modders should have a no-op mod that appears in their mods list. | * At the end of this section, modders should have a no-op mod that appears in their mods list. | ||
In the <code>Mods/</code> directory, create a new folder called <code>SnapjawMage</code>. We're going to start by creating a manifest file for our mod; this contains metadata such as our mod's title, a description of the mod, and its version. Create a new file called <code>manifest.json</code> inside the <code>SnapjawMage/</code> folder, and paste in the following contents: | |||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
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"description": "Adds the new Snapjaw Mage creature to Caves of Qud.", | "description": "Adds the new Snapjaw Mage creature to Caves of Qud.", | ||
"version": "0.1.0", | "version": "0.1.0", | ||
"author": " | "author": "Pyovya", | ||
"tags": "Creature", | "tags": "Creature", | ||
"PreviewImage": "preview.png" | "PreviewImage": "preview.png" | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{| style = "margin: 1em;font-family:Source Code Pro;" | |||
| style = "padding:0em 1em;"| [[File:Mopango_pilgrim.png|40px]] | |||
| style= "color:#155352" | < | |||
| style = "border:1px solid #155352;padding:0.5em 1em;" | Feel free to replace <code>Pyovya</code> with your own name! | |||
|} | |||
We should also get a preview image for the mod. I've made one that you can use here: | |||
IMAGE DOWNLOAD LINK | |||
Download this image and place it in the <code>SnapjawMage/</code> folder, so that now your folder looks like this: | |||
<syntaxhighlight lang="text"> | <syntaxhighlight lang="text"> | ||
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└── preview.png | └── preview.png | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Now start up Caves of Qud. In the splash screen, click on "Installed Mod Configuration". If everything went correctly, you should see a new "Snapjaw Mages!" mod appear in your list of installed mods: | |||
[[File:Snapjaw Heros -- Mods List.webp|800px]] | |||
'''''You will be returning to this screen often!''''' | |||
{| style = "margin: 1em;font-family:Source Code Pro;" | |||
| style = "padding:0em 1em;"| [[File:Mopango_pilgrim.png|40px]] | |||
| style= "color:#155352" | < | |||
| style = "border:1px solid #155352;padding:0.5em 1em;" | Every time you make a change to your mod, you will need to go back to this screen and activate the "Save and Reload" option (which you can do by pressing <code>r</code>). | |||
|} | |||
== Your first creature == | == Your first creature == |