Modding:Basic Item: Difference between revisions

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This tutorial should introduce you into the basic of adding an item to the game using JSON files. If you want to add a item with functionality you should check out the tutorial for [[Advanced Items]]. There is a full list of all properties which can be defined inside the json file [[Item Json Properties]]. Adding a block to the game is rather similar, so if you have done that already most of the following steps should be known to you.
Please read the tutorial [[Getting Started with Advanced Modding#Domains|Getting Started]] first, if you haven't done it already. This tutorial should introduce you into the basic of adding an item to the game using JSON files. If you want to add a item with functionality you should check out the tutorial for [[Advanced Items]]. There is a full list of all properties which can be defined inside the json file [[Item Json Properties]]. Adding a block to the game is rather similar, so if you have done that already most of the following steps should be familiar to you.


= A Simple Item =
= A Simple Item =


So, the first thing we going to need is an idea. What does this game need. Wait i got it ... the game needs an overpowered wand.
So, the first thing we going to need is an idea. What does this game need? Wait i got it ... the game needs an overpowered wand. Let's call this mod '''MyWandMod'''.
 
== Workspace ==
 
First of all I suggested to create a new folder to keep everything nice and clean. Inside this '''workspace''' we will create the mod itself and later on put it into a zip file, so we can test it and distribute it to other people.


== The Texture ==
== The Texture ==


This is the texture we gonna use [[File:Wand.png]]. In order to use it we need to place it inside the assets folder of the [[Vintagestory folder]]. Therefore the path should look like this: <code>assets/textures/items/tool/wand/wand.png</code>.
This is the texture we gonna use [[File:Wand.png]].


== The Json File ==
In order to use the texture we need to put it at the right place. Therefore create the following folders in your workspace <code>assets/mywandmod/textures/item/</code>. Now rename the texture to <code>wand.png</code> and place it in there.


Now we need to let the game know if its existence. We can accomplish that by creating a json file and placing it inside <code>assets/itemtypes/tool/wand.json</code>.
== The Item File ==
 
To create the actual wand need to create a json file inside <code>assets/mywandmod/itemtypes/</code> in your workspace. In this example we name it <code>wand.json</code>. This file contains the basic properties of your item.


The content of this json file should look as it follows:
The content of this json file should look as it follows:
Line 18: Line 24:
{
{
code: "wand",
code: "wand",
creativeinventory: { "default": ["*"] },
creativeinventory: { "general": ["*"] },
texture: { base: "tool/wand/wand" }
texture: { base: "item/wand" }
}
}
</syntaxhighlight>
</syntaxhighlight>


* '''code''': A unique identifier for your item. If you plan a larger mod, it is suggested to prefix your modname to the identifier.
* '''code''': A unique identifier for your item.
* '''creativeinventory''': The creative inventory tabs the itemshould be shown in (currently only 1 tab available)
* '''creativeinventory''': The creative inventory tabs the itemshould be shown in (currently only 1 tab available)
* '''textures''': What textures to apply.
* '''textures''': What textures to apply.


== Testing ==
== Naming the Block ==


Now we got everything ready to run our first test. You should be able to find the added item in the creative inventory.
Now we got almost everything ready, except of a proper name. Create another json file in your workspace <code>assets/mywandmod/lang/en.json</code> and give your item a proper name:
 
<syntaxhighlight lang="json">
{
"item-wand": "Wand"
}
</syntaxhighlight>
 
== Testing/ Distribution ==


[[File:2017-01-30 13-59-27.png|700px]]
There is only one thing left. We need to create a zip file of the assets folder inside your workspace. Either you use an external program (such as WinRAR or 7Zip) or you right-click the <code>assets</code> folder and hit '''Send To''' -> '''Compressed (zipped) folder'''. Eventually you can rename the zip file to <code>MyWandMod.zip</code>. The zip file can be either used for testing purposes or you can send it to other people so they can use it as well.


== Naming the Item ==
Furthermore you need to add a <code>modinfo.json</code> file, check out [[Game_Content_Mod|this tutorial]].


To give the item a proper name, you currently have to manually add a line like this in the file <code>assets/lang/en.json</code>
[https://wiki.vintagestory.at/images/e/ec/MyWandMod.zip MyWandMod.zip]
<syntaxhighlight lang="json">
"item-wand": "Wand",
</syntaxhighlight>


A better way of handling naming and translation will be added once its desired.
To install the mod, navigate to the [[Vintagestory folder]] and place it inside the mods folder.


== Distributing a mod ==


The current modding system does not yet support mod-specific asset folders. The current way of doing it is to create a zip file a user can extract into his game folder that will extract the files into the right folders. Example:
Now we got everything ready to run our first test. You should be able to find the added item in the creative inventory.


[http://wiki.vintagestory.at/images/e/ec/MyWandMod.zip MyWandMod.zip]
[[File:2017-01-30 13-59-27.png|700px]]


A proper mod manager will be added to the game once there is a few serious mods out there (go bug tyron about it ;-) ).
'''Hint''': Use the client command <code>.tfedit</code> if you want to adjust the item position, rotation and scale in Hands, in GUI, when dropped on the ground or in third person mode.


= Advanced Properties =
= Advanced Properties =
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Our wand is still rather useless, so it might be a good idea to add our wand some mining functionality. How it works? We the property "miningspeedbytype" we can define the mining speed for each material. Here is a list of all [[Block Materials|block materials]].
Our wand is still rather useless, so it might be a good idea to add our wand some mining functionality. How it works? We the property "miningspeedbytype" we can define the mining speed for each material. Here is a list of all [[Block Materials|block materials]].
The number indicates how fast the tool is able to mine the block, while <code>1</code> is the default value. <code>time to mine = block resistance / miningspeed</code>. Meaning a speed of <code>2</code> is twice as fast the default speed of one. So our tool is seven times faster than using the hand.


A pickaxe looks like this:
A pickaxe looks like this:
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Our tool can be damaged by breaking a block, or using it for an weapon. The property <code>damagedby</code> allows us to define all possible damage source. For now we will stick to <code>blockbreaking</code> and <code>attacking</code>.
Our tool can be damaged by breaking a block, or using it for an weapon. The property <code>damagedby</code> allows us to define all possible damage source. For now we will stick to <code>blockbreaking</code> and <code>attacking</code>.


<syntaxhighlight json="lang">
<syntaxhighlight lang="json">
damagedby: ["blockbreaking", "attacking"],
damagedby: ["blockbreaking", "attacking"],
</syntaxhighlight>
</syntaxhighlight>
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and the durability should be 2000:
and the durability should be 2000:


<syntaxhighlight json="lang">
<syntaxhighlight lang="json">
durabilitybytype: {
durabilitybytype: {
"*": 2000,
"*": 2000,
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We can also change the durability for each type individually.
We can also change the durability for each type individually.
<syntaxhighlight json="lang">
<syntaxhighlight lang="json">
durabilitybytype: {
durabilitybytype: {
"*-shovel": 4000,
"*-shovel": 4000,
Line 132: Line 144:
Using the same way we specified the mining speed for each type we can also specify a texture for each type.
Using the same way we specified the mining speed for each type we can also specify a texture for each type.


<syntaxhighlight json="lang">
<syntaxhighlight lang="json">
texturebytype: {
texturebytype: {
"*-shovel": {
"*-shovel": {
base: "tool/wand/wand-shovel",
base: "item/wand-shovel",
},
},
"*-pickaxe": {
"*-pickaxe": {
base: "tool/wand/wand-pickaxe",
base: "item/wand-pickaxe",
},
},
"*-axe": {
"*-axe": {
base: "tool/wand/wand-axe",
base: "item/wand-axe",
},
},
}
}
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But we can accomplish the same thing with an easier way:
But we can accomplish the same thing with an easier way:
<syntaxhighlight json="lang">
<syntaxhighlight lang="json">
texture: {
texture: {
base: "tool/wand/wand-{tooltype}",
base: "item/wand-{tooltype}",
}
}
</syntaxhighlight>
</syntaxhighlight>
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== Texture Overlays ==
== Texture Overlays ==


As everybody knows programmers are lazy, so instead of drawing a texture for each variant of our items, we can use overlays instead, which will make it a lot easier.
As everybody knows programmers are lazy, so instead of drawing a texture for each variant of our item, we can use overlays instead, which will make it a lot easier.
 
These are the overlays for each type: [[File:Wand-overlay-axe.png]] [[File:Wand-overlay-pickaxe.png]] [[File:Wand-overlay-shovel.png]]. All we have to do now is to change the base texture to back to the original wand texture and add an overlay texture.
 
<syntaxhighlight lang="json">
texture: {
base: "wand",
overlays: [ "item/wand-overlay-{tooltype}" ],
},
</syntaxhighlight>
 
and this is the result:
 
[[File:2017-02-09 17-30-34.png|700px]]
 
== Download ==
 
You can download the mod to test it out yourself: [https://wiki.vintagestory.at/images/e/ec/MyAdvancedWandMod.zip MyAdvancedWandMod.zip]
 
 
 
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