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Hello there, friendly coders! Me and a few friends have made up multiple characters with a central theme, and would like to bundle them all into one mod pack for release! The characters are already completed, but, I am not seeing how more than one character can exist to a mod with how the modmain.lua works, and my limited grasp of this.

 

 

If possible, could you show me what I'm missing here? I'm looking at the DST RoG character pack and am currently wracking my brain trying to figure out how it goes so well, and what I am missing.

It's pretty easy. Just compile all animations, and make like this(just starting to create mods, so don't be rude):

PrefabFiles = {	"bykov", "onty", "vovka"}Assets = {    Asset( "IMAGE", "images/saveslot_portraits/bykov.tex" ),    Asset( "ATLAS", "images/saveslot_portraits/bykov.xml" ),    Asset( "IMAGE", "images/selectscreen_portraits/bykov.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/bykov.xml" ),    Asset( "IMAGE", "bigportraits/bykov.tex" ),    Asset( "ATLAS", "bigportraits/bykov.xml" ),		Asset( "IMAGE", "images/map_icons/bykov.tex" ),	Asset( "ATLAS", "images/map_icons/bykov.xml" ),		Asset( "IMAGE", "images/avatars/avatar_bykov.tex" ),    Asset( "ATLAS", "images/avatars/avatar_bykov.xml" ),		Asset( "IMAGE", "images/avatars/avatar_ghost_bykov.tex" ),    Asset( "ATLAS", "images/avatars/avatar_ghost_bykov.xml" ),    Asset( "IMAGE", "images/saveslot_portraits/onty.tex" ),    Asset( "ATLAS", "images/saveslot_portraits/onty.xml" ),    Asset( "IMAGE", "images/selectscreen_portraits/onty.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/onty.xml" ),    Asset( "IMAGE", "bigportraits/onty.tex" ),    Asset( "ATLAS", "bigportraits/onty.xml" ),		Asset( "IMAGE", "images/map_icons/onty.tex" ),	Asset( "ATLAS", "images/map_icons/onty.xml" ),		Asset( "IMAGE", "images/avatars/avatar_onty.tex" ),    Asset( "ATLAS", "images/avatars/avatar_onty.xml" ),		Asset( "IMAGE", "images/avatars/avatar_ghost_onty.tex" ),    Asset( "ATLAS", "images/avatars/avatar_ghost_onty.xml" ), Asset( "IMAGE", "images/saveslot_portraits/vovka.tex" ),    Asset( "ATLAS", "images/saveslot_portraits/vovka.xml" ),    Asset( "IMAGE", "images/selectscreen_portraits/vovka.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/vovka.xml" ),    Asset( "IMAGE", "bigportraits/vovka.tex" ),    Asset( "ATLAS", "bigportraits/vovka.xml" ),		Asset( "IMAGE", "images/map_icons/vovka.tex" ),	Asset( "ATLAS", "images/map_icons/vovka.xml" ),		Asset( "IMAGE", "images/avatars/avatar_vovka.tex" ),    Asset( "ATLAS", "images/avatars/avatar_vovka.xml" ),		Asset( "IMAGE", "images/avatars/avatar_ghost_vovka.tex" ),    Asset( "ATLAS", "images/avatars/avatar_ghost_vovka.xml" ),	}local require = GLOBAL.requirelocal STRINGS = GLOBAL.STRINGS-- The character select screen linesSTRINGS.CHARACTER_TITLES.bykov = "Bykov epte"STRINGS.CHARACTER_NAMES.bykov = "Bykov"STRINGS.CHARACTER_DESCRIPTIONS.bykov = "*Eat Meat Level-up! (max30)\n*bykov Lantern(Can Refuel with log, grass).\n*Regen Health\n"STRINGS.CHARACTER_QUOTES.bykov = "\"The only thing that I don't scared ..is Sollyz\""-- Custom speech stringsSTRINGS.CHARACTERS.bykov = require "speech_bykov"-- The character's name as appears in-game STRINGS.NAMES.bykov = "Bykov"-- The default responses of examining the characterSTRINGS.CHARACTERS.GENERIC.DESCRIBE.BYKOV = {	GENERIC = "It's bykov!",	ATTACKER = "That bykov looks shifty...",	MURDERER = "Murderer!",	REVIVER = "bykov, friend of ghosts.",	GHOST = "bykov could use a heart.",}-- Let the game know character is male, female, or robottable.insert(GLOBAL.CHARACTER_GENDERS.MALE, "bykov")AddMinimapAtlas("images/map_icons/bykov.xml")AddModCharacter("bykov")local require = GLOBAL.requirelocal STRINGS = GLOBAL.STRINGS-- The character select screen linesSTRINGS.CHARACTER_TITLES.onty = "Shark"STRINGS.CHARACTER_NAMES.onty = "Onty"STRINGS.CHARACTER_DESCRIPTIONS.onty = "*Eat Meat Level-up! (max30)\n*bykov Lantern(Can Refuel with log, grass).\n*Regen Health\n"STRINGS.CHARACTER_QUOTES.onty = "\"The only thing that I don't scared ..is Sollyz\""-- Custom speech stringsSTRINGS.CHARACTERS.onty = require "speech_onty"-- The character's name as appears in-game STRINGS.NAMES.onty = "Onty"-- The default responses of examining the characterSTRINGS.CHARACTERS.GENERIC.DESCRIBE.ONTY = {	GENERIC = "It's onty!",	ATTACKER = "That onty looks shifty...",	MURDERER = "Murderer!",	REVIVER = "bykov, friend of ghosts.",	GHOST = "bykov could use a heart.",}-- Let the game know character is male, female, or robottable.insert(GLOBAL.CHARACTER_GENDERS.MALE, "onty")AddMinimapAtlas("images/map_icons/onty.xml")AddModCharacter("onty")

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