Modding:Tutorial - Custom Player Tiles: Difference between revisions

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# Paste the code somewhere you'll be able to find it later.
# Paste the code somewhere you'll be able to find it later.


== Instructions ==
== Making the Mod ==
 
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.
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# Inside your new mod folder, make a folder called <code>Textures</code> and put your tile in it.
# 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:
# 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">
<syntaxhighlight lang="xml">
<embarkmodules>
<embarkmodules>
Line 59: Line 62:
* 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>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>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).
* 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).
* 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>&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.
* 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.


Now, assuming everything has gone to plan, you should be able to boot the game and enjoy your new preset with its custom tile!
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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