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Editing v0.31:Modding guide
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This guide is based on a guide originally created for version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few different authors, as per wiki tradition. | This guide is based on a guide originally created for version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few different authors, as per wiki tradition. | ||
− | '''See also:''' [[:Category: | + | '''See also:''' [[:Category:DF2010:Modding]] |
= Modding Guide = | = Modding Guide = | ||
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== Basics of DF modding == | == Basics of DF modding == | ||
− | All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: "graphics" (where you insert [[Graphics set repository|graphics sets]]), and "objects", which contains all the data for generally everything in the game that is not hardcoded. | + | All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: "graphics" (where you insert [[Graphics set repository|graphics sets]]), and "objects", which contains all the data for generally everything in the game that is not hardcoded (randomly created creatures aside). |
Within the \raw\objects folder are a large number of text files - these are the [[raw file|raw files]], and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. It should look something like this: | Within the \raw\objects folder are a large number of text files - these are the [[raw file|raw files]], and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. It should look something like this: | ||
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... | ... | ||
− | As you can see, each file | + | As you can see, each file is comprised of a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file won't be parsed correctly by the game. You may have also noticed the file naming scheme - this is also important; files containing creatures have names starting with "creature_", entity file names must begin with "entity_", etc.. |
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an indentifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties. | Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an indentifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties. | ||
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== Workshops == | == Workshops == | ||
− | + | Coming sooner rather than later | |
== Materials == | == Materials == | ||
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[http://www.bay12forums.com/smf/index.php?topic=28829.0 A list of many mods and community-developed utilities] | [http://www.bay12forums.com/smf/index.php?topic=28829.0 A list of many mods and community-developed utilities] | ||
− | + | [[Category:DF2010:Modding]] | |
− | + | [[Category:DF2010:Guides]] |