Base Projects
Important: Base Projects are no longer recommended. The modproj has the most up-to-date & straightforward mod examples.
Base projects were very simple straightforward completed mods of a specific types. They were great starting points for creating your own mods when the modproj was a little more complicated. The last version of ModProj is easy-to-use and straightforward. So we recommend using the ModProj instead now.
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DownloadsThese are projects based on old version of the toolkit. Don't use unless you know what you are doing
- Sword
- Sword - Increased damage on trigger
- Sword - Shoots projectile on trigger
- Weapon - Spawn item on trigger
- Greatsword
- Shield - Not-hand-specific
- Shield - Hand-specific
- Blunt
- Blunt - Animation on trigger
- Katana
- Gun - One-handed
- Gun - Two-handed
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How to use#
Quick start- Open the project in Unity
- Open
Assets/Build
. - See your weapon addressable folders here!
- Open
Assets/Resources
. - See your weapon resource folders here!
- There you go! All needed components.
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Where is the scene located?Scenes are found under Assets/Scenes
.
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ImportantSome important things you might need to know while creating mods through base mods.
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PrefixesIn the projects you will find a lot of YOURPREFIX_ModName_
in names. Those should be changed to your own cool modder tag so your mods will not conflict with others.
To update the prefixes automatically for addressables:
- Open
Assets/Resources/AddressableConfig
. - Change
YOURPREFIX_ModName_
to your desired prefix. (keeping the mod name in the prefix is recommended to reduce conflicting mods). - Change the
weaponPaths
to match your addressable folders (found underAssets/Build
). - Press the
Create and Addressable Names
button.
To update the prefixes automatically for scripts, prefabs & paths:
- Open
Assets/Resources/AddressableConfig
. - Click
Modify Prefix In Paths Prefabs And Scripts
. - Change Old prefix to
YOURPREFIX_ModName_
. - Change New Prefix to your desired prefix. (keeping the mod name in the prefix is recommended to reduce conflicting mods).
- Press the
Invoke
button.
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Code changesOnly actual CODE change that's needed per project is the following:
In Assets/Build/Entry.txt
edit AddStoreItemTemplate("YOURPREFIX_YourModName_Your_Weapon_Name", nil, "Weapon name", "A description about the weapon.")
at the bottom of the script.
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Product nameThe product name should be changed manually so that the mod will have it's own name.
- Go to
Edit/Project Settings/Player/Product Name
. - Change
YOURPREFIX_ModName
to your prefix + modname. (No _ at the end)