5/2/2021 0 Comments Starbound Inventory Editor Mod
This covers the topics of adding graphics, compiling mods, changing ini files, and writing a very basic C script.If you find anything confusing, be sure to read it if you have not already.
When you run the game, it should display tConfig and a version number in the corner of the main menu. Lets pick a fairly generic one to copy for our purposes: Lights Bane. Find the.ini file and copy it into your Item folder. First, open the ini file up and change type to -1, damage to 12, and value to 8000. Again, you can set it to something very simple such as 1 Wood for testing purposes, and then balance the item later. You can also use Yorais Final Cheat Menu to spawn the items in. Starbound Inventory Editor Mod Download This ImageDownload this image, and save it as Defenders Sword.png, in the same folder as the ini file. What it does is basically converts the XNB files into PNG so it is editable and viewable. There is no reliable tool to convert PNG files back into XNB format, but it is fortunate that this is not necessary. So, how do we make the game know to buff the player Its pretty easy, but might look more complex than it is: we have to write a C script. They should all have the exact same name, but with different file extensions. The very first line is a function definition, and were saying anything in the braces belongs to that function. When the game determines the time is right, it will do everything we tell DamageNPC to do. This is important If we forgot to put that in, or said private, nothing else could access the function, meaning it would never be called, and our buff never added. Some functions will return true or false depending or whether they were successful, other numbers, or even entire objects. Another way to think of it is that myPlayer is a Player. If you want to set it to add the buff to the npc attacked, replace myPlayer.AddBuff with npc.AddBuff.). The game ignores these, but it lets you make notes on the code and organize it better. We are calling a function named AddBuff, which belongs to myPlayer. What do these mean If you refer to other documentation, you will see that 5 is the buff type for Ironskin. There are 60 frames per second, thus 600 frames would become a 10 second buff. For example, if you wanted a 1 in 10 chance (which is 10 of the time), you could put this as your.cs code instead. If you see a bunch of gibberish, try to find a part that has two numbers in brackets, such as (6, 18). This is the position in the text where the.cs code broke. It will also say something like; expected.
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