Modding:Tutorial - Custom Player Tiles: Difference between revisions

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# Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.)
# Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.)
# While on the build summary step, select “Export Code to Clipboard”.
# While on the build summary step, select “Export Code to Clipboard”.
# Paste the code somewhere you'll be able to find it later.


TODO
== Making the Mod ==


== Instructions ==
Now you're going make a mod that puts everything together!


# Locate your <code>Mods</code> folder, listed as “‘offline’ mods” on the [[file locations]] page.
# Locate your <code>Mods</code> folder, listed as “‘offline’ mods” on the [[file locations]] page.
# Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as <code>My Custom Preset</code>. This name will appear in the in-game mod manager.
# Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as <code>[Your Name]'s Custom Preset</code>. This name will appear in the in-game mod manager.
# Inside your new mod folder, make a folder called <code>Textures</code> and put your tile in it.
# Also inside the mod folder, make a file called <code>EmbarkModules.xml</code>. (The <code>.xml</code> file extension is mandatory; it can't be <code>.txt</code>. If necessary, disable hiding of file extensions in your file manager.) Add this text to it:


<syntaxhighlight lang="xml">
<embarkmodules>
    <module Class="XRL.CharacterBuilds.Qud.QudPregenModule">
        <pregens>
            <pregen Name="TODO" Genotype="TODO" Tile="TODO" Foreground="TODO" Detail="TODO" Background="k">
                <code>TODO</code>
                <description>
TODO
TODO
                </description>
            </pregen>
        </pregens>
    </module>
</embarkmodules>
</syntaxhighlight>
Now you need to go through and replace all the <code>TODO</code>s.
* Inside the quotes next to <code>Name</code>, write whatever you want the preset to be called on the character creation menu.
* Next to <code>Genotype</code>, write either <code>Mutated Human</code> or <code>True Kin</code>, or the appropriate modded genotype if you're using one.
* Next to <code>Tile</code>, write the file name of your tile. For instance, if you put a file called <code>My Tile.png</code> into the <code>Textures</code> folder, write <code>My Tile.png</code>.
* Next to <code>Foreground</code>, write the single-letter color code for the foreground color you want from the table in the [[#Tile Format]] section (the one that will replace black). Usually, you won't see this color unless you disable the “Color player's @ based on HP level.” option. However, even with that option on, you can see it when you vacate your body or get cloned.
* Next to <code>Detail</code>, likewise but for the detail color (the one that will replace white).
* In between <code>&lt;code&gt;</code> and <code>&lt;/code&gt;</code>, paste the build code that you generated earlier.
* In between <code><description></code> and <code></description></code>, write whatever descriptive text you want to appear for the preset on the character creation menu.
Here is a working example that you can paste into your <code>EmbarkModules.xml</code> to try it out:
<syntaxhighlight lang="xml">
<embarkmodules>
    <module Class="XRL.CharacterBuilds.Qud.QudPregenModule">
        <pregens>
            <pregen Name="Monad Nomad" Genotype="Mutated Human" Tile="Creatures/sw_monad.bmp" Foreground="Y" Detail="m" Background="k">
                <code>H4sIAAAAAAAAA81WXWvbMBR9768QZo9uSLtsjEEeMm/sqy1pk3WF0QfZvthismSkq44s5L/vSkmNY7fLOkhJILZzztXRyf0QXh4xFhW8gjswVmgVvWXR6WA4OB2+HryMYs+mTsi8RZ8QPVxTlc6dBEvoD/rJ2DJcG2K+qMGvuLk6GyQlNzxDMO+8nB1cutx/P4LSSGHnYUHMJtZClcrFcTKjBXXMrtcbjxtTMUucRGdgrMCh4TJmU5dKkX2FxVz/BDVWTsrgL1jJOXIycW+NkBf4VF/vSaPnrdmCJO/Dveq5Q46Qs0+u4qod1MvhhlqF+yr+zxTOXHqIGdyytTOBm2iveaErnj9D3kKdSNceWuY6xnbmrqpJcNgCLEjIgkIzmevPsvXMNp26yWxSigoMb+mGkEQ7hcSfdPBrbgQPzLDD3K2ZCzpTvG7UYlfxv3n5pizyVALzY0Uyj3h69Zye5lqJjE2kBFMs9pul5vl2/0MwQTQidQgHNwVdZzvHYKqFQjt1Jiu5hXxrR3/CoAFVYEn4m3YxokkhpMBFD59rV5QKrO0xnxWClKIAlUGP/C6krPUvMD3mQ6EJGzVQq/UiXs9qCJ1yPBpt4VdQcaGEKjpDntKfnPjJ34rfU5skzqKuxG9o+ENrl8cc7mwbtR5B76GF1oB9kAqeh7p2g41WdALMHlqzr4KUWluYITdIrXGms3BQHVxR/uJy9ytBZ5nf64uua/6EdwO63h6t/gCn9Rzp5QoAAA==</code>
                <description>
I'm a monad :)
                </description>
            </pregen>
        </pregens>
    </module>
</embarkmodules>
</syntaxhighlight>
Now, assuming everything has gone to plan, you should be able to boot the game and enjoy your new preset with its custom tile! After selecting New Game and choosing a game mode, select Presets then whichever genotype you categorized your preset under. You should see it in the list.
== Using a Different Build ==
As mentioned earlier, you don't have to stick with the build you picked for your preset. To use a different one:
# Select the preset as normal during character creation.
# Go back to a previous step by using the back arrow or one of the step icons at the top. For example, if your preset's default build is a Nomad, then there will be an icon at the top that says “Nomad”. Click that to go to the beginning of creating your character. Don't reselect a preset or else it will reset any changes you've made.
# Now you can go through character creation as normal.
== Adding Even More Presets ==
You can add more than one preset in the same mod. To do so, add more <code>pregen</code> sections just like the first one. Here's an example:
<syntaxhighlight lang="xml">
<embarkmodules>
    <module Class="XRL.CharacterBuilds.Qud.QudPregenModule">
        <pregens>
            <pregen Name="Monad Nomad" Genotype="Mutated Human" Tile="Creatures/sw_monad.bmp" Foreground="Y" Detail="m" Background="k">
                <code>H4sIAAAAAAAAA81WXWvbMBR9768QZo9uSLtsjEEeMm/sqy1pk3WF0QfZvthismSkq44s5L/vSkmNY7fLOkhJILZzztXRyf0QXh4xFhW8gjswVmgVvWXR6WA4OB2+HryMYs+mTsi8RZ8QPVxTlc6dBEvoD/rJ2DJcG2K+qMGvuLk6GyQlNzxDMO+8nB1cutx/P4LSSGHnYUHMJtZClcrFcTKjBXXMrtcbjxtTMUucRGdgrMCh4TJmU5dKkX2FxVz/BDVWTsrgL1jJOXIycW+NkBf4VF/vSaPnrdmCJO/Dveq5Q46Qs0+u4qod1MvhhlqF+yr+zxTOXHqIGdyytTOBm2iveaErnj9D3kKdSNceWuY6xnbmrqpJcNgCLEjIgkIzmevPsvXMNp26yWxSigoMb+mGkEQ7hcSfdPBrbgQPzLDD3K2ZCzpTvG7UYlfxv3n5pizyVALzY0Uyj3h69Zye5lqJjE2kBFMs9pul5vl2/0MwQTQidQgHNwVdZzvHYKqFQjt1Jiu5hXxrR3/CoAFVYEn4m3YxokkhpMBFD59rV5QKrO0xnxWClKIAlUGP/C6krPUvMD3mQ6EJGzVQq/UiXs9qCJ1yPBpt4VdQcaGEKjpDntKfnPjJ34rfU5skzqKuxG9o+ENrl8cc7mwbtR5B76GF1oB9kAqeh7p2g41WdALMHlqzr4KUWluYITdIrXGms3BQHVxR/uJy9ytBZ5nf64uua/6EdwO63h6t/gCn9Rzp5QoAAA==</code>
                <description>
I'm a monad :)
                </description>
            </pregen>
            <pregen Name="Copy of Monad Nomad" Genotype="Mutated Human" Tile="Creatures/sw_monad.bmp" Foreground="M" Detail="m" Background="k">
                <code>H4sIAAAAAAAAA81WXWvbMBR9768QZo9uSLtsjEEeMm/sqy1pk3WF0QfZvthismSkq44s5L/vSkmNY7fLOkhJILZzztXRyf0QXh4xFhW8gjswVmgVvWXR6WA4OB2+HryMYs+mTsi8RZ8QPVxTlc6dBEvoD/rJ2DJcG2K+qMGvuLk6GyQlNzxDMO+8nB1cutx/P4LSSGHnYUHMJtZClcrFcTKjBXXMrtcbjxtTMUucRGdgrMCh4TJmU5dKkX2FxVz/BDVWTsrgL1jJOXIycW+NkBf4VF/vSaPnrdmCJO/Dveq5Q46Qs0+u4qod1MvhhlqF+yr+zxTOXHqIGdyytTOBm2iveaErnj9D3kKdSNceWuY6xnbmrqpJcNgCLEjIgkIzmevPsvXMNp26yWxSigoMb+mGkEQ7hcSfdPBrbgQPzLDD3K2ZCzpTvG7UYlfxv3n5pizyVALzY0Uyj3h69Zye5lqJjE2kBFMs9pul5vl2/0MwQTQidQgHNwVdZzvHYKqFQjt1Jiu5hXxrR3/CoAFVYEn4m3YxokkhpMBFD59rV5QKrO0xnxWClKIAlUGP/C6krPUvMD3mQ6EJGzVQq/UiXs9qCJ1yPBpt4VdQcaGEKjpDntKfnPjJ34rfU5skzqKuxG9o+ENrl8cc7mwbtR5B76GF1oB9kAqeh7p2g41WdALMHlqzr4KUWluYITdIrXGms3BQHVxR/uJy9ytBZ5nf64uua/6EdwO63h6t/gCn9Rzp5QoAAA==</code>
                <description>
I'm also a monad :)
                </description>
            </pregen>
        </pregens>
    </module>
</embarkmodules>
</syntaxhighlight>


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