Modding:C Sharp Scripting: Difference between revisions
add info on how to use ILSpy for developing on a Mac
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imported>Koboldunderlord (add info on how to use ILSpy for developing on a Mac) |
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# In the dropdown next to where it says "Language", select "C#". | # In the dropdown next to where it says "Language", select "C#". | ||
# Now you can start digging in the disassembled C# source code by selecting some of the game's classes from the sidebar. | # Now you can start digging in the disassembled C# source code by selecting some of the game's classes from the sidebar. | ||
====Working on Mac==== | |||
Sometimes, Monodevelop/Visual Studio do not render the assembly properly when you munge in the raw DLL. | |||
To get around this, use ILSpy: | |||
# Install Visual Studio: http://visualstudio.microsoft.com/vs/mac/ | |||
#* Make sure you have the [.net Core SDK](https://download.visualstudio.microsoft.com/download/pr/19f39d7d-3296-4ed2-af75-f0190d074d43/84949e2b33ccdc6b7c51d5835df2844e/dotnet-sdk-2.2.301-osx-gs-x64.pkg) | |||
# Find the directory Caves of Qud is installed in - for Steam this is '~/Library/Application Support/Steam/steamapps/common/Caves of Qud/CoQ.app' | |||
# Using the full path of the Assembly file, run the following in a terminal: | |||
#* ilspycmd -p -o ~/Qud_Code ~/Library/Application Support/Steam/steamapps/common/Caves of Qud/CoQ.app/Contents/Resources/Data/Managed/Assembly-CSharp.dll | |||
#* You can replace '~/Qud_Code' with any other directory, if you have a certain place you want to put it | |||
# Open Visual Studio, then open the csproj file a ~/Qud_Code/Assembly-CSharp.csproj | |||
==Detailed Scripting Topics== | ==Detailed Scripting Topics== | ||
* [[Modding: Creating New Mutations|Creating new mutations]] | * [[Modding: Creating New Mutations|Creating new mutations]] | ||
* [[Modding: Activated Abilities|Adding active abilities]] | * [[Modding: Activated Abilities|Adding active abilities]] |