DoomRL > Modding
Can we have tutorial on how to make a the main.lua file?
tehtmi:
Ah, sorry. I'm running in the dev environment, so I guess that's not allowed normally. The example provided by classic.module should show you how to get a basic episode. All that really remains is to add the special levels, which I believe are still available even in the normal environment.
classic.module shows how to do "script" levels that replace basic levels. To add special stairs to a level (this is partly a function of the generator), do e.g.:
--- Code: ---player.episode[2].special = "hells_arena"
--- End code ---
The ids of the special levels are more or less what you would expect, but you can print out the "levels" table to check.
SPTX:
--- Quote from: tehtmi on March 29, 2013, 12:35 ---Ah, sorry. I'm running in the dev environment, so I guess that's not allowed normally. The example provided by classic.module should show you how to get a basic episode. All that really remains is to add the special levels, which I believe are still available even in the normal environment.
classic.module shows how to do "script" levels that replace basic levels. To add special stairs to a level (this is partly a function of the generator), do e.g.:
--- Code: ---player.episode[2].special = "hells_arena"
--- End code ---
The ids of the special levels are more or less what you would expect, but you can print out the "levels" table to check.
--- End quote ---
That will do until I can get the content done, however I really intended to use the base levels for my mod, as I just aimed for a content mod.
What are the names of the boss levels? And how do I set the levels to use the generators for the levels after bosses (like hell)
Now, on an unrelated note, I have several questions.
1. How do I use sprites? What folder, format, res, colour of alpha channel...?
2. I intend to make a(some) new klasse(s), with their own traits, but I can't get my hands on any source of either klass or trait to see how they are made.
3. Is there a list somewhere of items ID? I quite struggled to find that 10mm ammo's name was "ammo" for example. I am planning to make some assemblies and have a hard time imagining all the name combinations I'd have to try to find the mods IDs
Autoquark:
--- Quote from: SPTX on March 29, 2013, 12:50 ---2. I intend to make a(some) new klasse(s), with their own traits, but I can't get my hands on any source of either klass or trait to see how they are made.
--- End quote ---
I don't think traits are very moddable yet, but I'm not sure of the details. If you look in the skulltag arena source (available from this forum) in skulltag_arena_traits.lua, there are some minor modifications made to trait effects.
--- Quote from: SPTX on March 29, 2013, 12:50 ---3. Is there a list somewhere of items ID? I quite struggled to find that 10mm ammo's name was "ammo" for example. I am planning to make some assemblies and have a hard time imagining all the name combinations I'd have to try to find the mods IDs
--- End quote ---
Here. I had trouble finding it too. Are you aware of the Modding Documentation page? For a while I thought modding:tutorial linked to all the modding pages there were.
SPTX:
--- Quote from: Autoquark on March 29, 2013, 14:43 ---Here. I had trouble finding it too.
--- End quote ---
Ah! Thanks. That will boost my productivity.
yaflhdztioxo:
Skulltag USED to modify traits but I no longer need that hack. The file will be removed next version.
If I recall correctly you couldn't modify traits before the first pick either, which was a problem...
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