thx, but this game use main languane in world, for uselly everyone.
sekta
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A member registered Mar 06, 2020 · View creator page →
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And so, this is the second lesson where I teach you how to make mods,
since we are preparing to make mods for version v0.9 - let's make it!
Now I'm showing you what the pickaxe mod looks like:
{ "name": "my test mod", //The name of your mod. "type": "pickaxe", //Mod type (let it be pickaxe) "id": "what_this_pickaxe", //Indicated in the code and it is important that it be concatenated or replace spaces with underscores. "title": "my golden pickaxe", //Name of object. "chance": 100, //Chance that the pickaxe will break (0 - 100%, 101 - 0%) "damage": 200, //Damage that is dealt to a stone block during impact. "started_count": 5, //The initial amount of pickaxe in inventory. "texture": "pickax.png" }
What a mod looks like with an ax type:
{ "name": "my test mod", //The name of your mod. "type": "axe", //Mod type (let it be axe) "id": "myaxe", //Indicated in the code and it is important that it be concatenated or replace spaces with underscores. "title": "my golden axe", //Name of object. "chance": 100, //Chance that the pickaxe will break (0 - 100%, 101 - 0%) "damage": 200, //Damage that is dealt to a stone block during impact. "started_count": 2, //The initial amount of pickaxe in inventory. "texture": "axe.png" }
Mod with food type:
{ "name": "my test food", //The name of your mod. "type": "food", //Mod type (let it be food) "id": "goldenmeat", //Indicated in the code and it is important that it be concatenated or replace spaces with underscores. "title": "golden meat", //Name of object. "food": 80, //This value is responsible for the hunger given to you (it can be less than 0 or more). "started_count": 2, //The initial amount of food in inventory. "eating_text": "Great meat!", //The text that is displayed at the bottom and can be of the type: Delicious meat. "texture": "goldmeat.png" }
Mods are an add-on to the game that has the type of setting, weapon, axe and pickaxe.
Now we will learn what we added in v0.8 - mods.
Similar mods are stored in the "game"/mods/mod.json path. Now I will tell and show you how to create your first mod, do not be afraid!
It's easy.
What a weapon mod looks like:
{ "name": "my test mod", "type": "weapon", "chance": 75, "title": "My hyper sword", "id": "mysword", "started_count": 2, "texture": "textures/sword.png" }
Now we will analyze all this so that you understand:
- name - the name of the mod, type is the type of the mod (let's say weapon),
- type - the type of the mod (let's say weapon),
- chance - the chance that the weapon will break when killed (0 - always breaks, 101 - never breaks),
- title - This is the name of the item in the inventory and in the world,
- id - This is the designation of the item in the code, such as its quantity, etc., do not put spaces! either write together or use an underscore,
- started_count - This is the initial amount of the item that you will have in the inventor,
- texture - The path to the texture of the item that will be displayed in the inventor and in the world.
What a mod looks like with a customization type:
{ "name": "my test mod", "type": "setting", "health": 100, "food": 100 }
Now we will analyze all this so that you understand:
- name - the name of the mod, type is the type of the mod (let's say weapon),
- type - the type of the mod (let's say setting),
- health - The amount of health at the start of the game with the mod,
- food - The percentage of hunger when starting the game with the mod.