adding_new_fishable_sea_fish_which_only_eats_krapfen

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adding_new_fishable_sea_fish_which_only_eats_krapfen [2019/01/10 11:09]
thorfinio created
adding_new_fishable_sea_fish_which_only_eats_krapfen [2019/02/11 11:19] (current)
thorfinio
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 ===== Create a new FishItem ​ ===== ===== Create a new FishItem ​ =====
  
-Ok, if you followed the previous guides you should be fairly familiar with this operation. First locate your FishItem folder: ​+Ok, if you followed the previous guides you should be fairly familiar with this operation. First create a FishItem folder: ​
   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Items\FishItem   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Items\FishItem
 Copy (save image as) this awesome sprite ​ Copy (save image as) this awesome sprite ​
 {{ :​fish.png?​direct |}} {{ :​fish.png?​direct |}}
-in the Sprites folder under the FishItem folder:+in the Sprites folder ​you will create ​under the FishItem folder:
   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Items\FishItem\Sprites   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Items\FishItem\Sprites
-(You may want to delete all the existing files in the sprites folder, as they are clones of the original Vanilla sprites, and will be no referenced anymore by the FishItem.json file)\\ + 
-Made this step we will edit the FishItems.json in the FishItem folder:+Made this step we will create a FishItems.json ​file in the FishItem folder:
   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Items\FishItem\FishItems.json   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Items\FishItem\FishItems.json
 So that it will look just like this: So that it will look just like this:
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  }  }
 It's whorth noting that we have to define a "​bait"​ property related to the fish, containing the id of the Item this fish likes to eat.\\ It's whorth noting that we have to define a "​bait"​ property related to the fish, containing the id of the Item this fish likes to eat.\\
-Don't forget to edit also the appropriate lang file for this item:+Don't forget to create ​also the appropriate lang file for this item:
   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\Lang\English\FishItems.json   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\Lang\English\FishItems.json
 (Please note that names are arbitrary, since lang files entries all reside in the same logic level)\\ (Please note that names are arbitrary, since lang files entries all reside in the same logic level)\\
-Delete ​the contents of the file (since is a clone of the Vanilla ​file) and replace it with the following code:+Fill the file with the following code:
  {  {
    "​items":​ [    "​items":​ [
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 In Hard Times fishing is done by approaching a FishingSpot. In the Vanilla game are defined 3 different fishing spots: the sea, the pond and the sewers. In this case we will replace the original Vanilla sea fishing spot with our own version, containing also the new fish.\\ In Hard Times fishing is done by approaching a FishingSpot. In the Vanilla game are defined 3 different fishing spots: the sea, the pond and the sewers. In this case we will replace the original Vanilla sea fishing spot with our own version, containing also the new fish.\\
-Locate and edit your sea fishing spot file:+Create a brand new sea fishing spot file:
   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\FishingSpots\sea.json   C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\FishingSpots\sea.json
-Here you will find all of sea fishing spot properties. Edit the file, adding our new fish id to the "​fishableIds"​ list:+Fill the contents ​of the file with this code:
  {  {
    "​fishingSpotId":​ "​sea",​    "​fishingSpotId":​ "​sea",​
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 This fishing spot will replace (since it will load after it) the one already present in the Vanilla game. It only differs from the original concerning the addition of the ModderFish.\\ This fishing spot will replace (since it will load after it) the one already present in the Vanilla game. It only differs from the original concerning the addition of the ModderFish.\\
 Please refer to the [[FishingSpot Modding Reference|FishingSpot Modding Reference]] for a full explanation of all the possible FishingSpot object properties and their values. Please refer to the [[FishingSpot Modding Reference|FishingSpot Modding Reference]] for a full explanation of all the possible FishingSpot object properties and their values.
 +
 +===== Edit the mod descriptor file =====
 +
 +Since we modified the fishingSpots entities we have to notify the mod descriptor so it knows that we have to load fishingSpot data.\\
 +Edit the mod descriptor file in:
 +  C:​\Users\{YOUR USERNAME}\AppData\LocalLow\RadicalFiction\HARDTIMES\Mods\MyMod_MODPKG\Descriptor.json
 +and add the new entry to those inserted during the previous tutorials:
 + {
 +   "​modName":​ "​MyMod_MODPKG",​
 +   "​author":​ "​RadicalFiction",​
 +   "​gameVersion":​ "",​
 +   "​langFolder":​ "​Lang",​
 +   "​itemsFolder":​ "​Items",​
 +   "​shopsFolder":​ "​Shops",​
 +   "​spawnersFolder":​ "​Spawners",​
 +   "​figuresFolder":​ "​Figure",​
 +   "​furnituresFolder":​ "​Furnitures",​
 +   "​recipesFolder":​ "​Recipes",​
 +   "​fishingSpotsFolder":​ "​FishingSpots"​
 + }
  
 ===== Test it out! ===== ===== Test it out! =====
  • adding_new_fishable_sea_fish_which_only_eats_krapfen.txt
  • Last modified: 2019/02/11 11:19
  • by thorfinio