Difference between revisions of "Modding monster abilities"

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==Preparation==
==Preparation==
This guide builds on the previous guide [[Modding add monster|Adding a monster]].  You can also find the files created during that guide in a learning mod on steam workshop: [[https://steamcommunity.com/sharedfiles/filedetails/?id=1925402595|Oh no a dragon]].
This guide builds on the previous guide [[Modding add monster|Adding a monster]].  You can also find the files created during that guide in a learning mod on steam workshop: [[https://steamcommunity.com/sharedfiles/filedetails/?id=1925402595 Oh no a dragon]].


==Getting started==
==Getting started==

Revision as of 11:03, 31 December 2019

This page walks through the process of adding a new ability to a custom monster. The focus is on getting something simple which you can see in the game, and adding more details later. The description and screenshots are current as of December2019, early access version 0.12+104 Pixle Masterson.

Preparation

This guide builds on the previous guide Adding a monster. You can also find the files created during that guide in a learning mod on steam workshop: [Oh no a dragon].

Getting started

Modifying the files

Seeing the effect in game

  1. If you haven't already done so, enable developer mode. (Save and exit before doing this.) In file explorer, create an empty file under steam\steamapps\common\Wildermyth called devmode.txt.
  2. Choose tools from the game main menu, then select combat lab. This will give you a chessboard-like battle map with a few characters and monsters already spawned.
  3. In the "Generate a unit" dropdown at the left, choose "Davea's monster" and then click Side A. Your monster should appear:

ModdingMonsterPickMe.PNG