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.
Downloads
These 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
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.
Where is the scene located?
Scenes are found under Assets/Scenes
.
Important
Some important things you might need to know while creating mods through base mods.
Prefixes
In 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.
Code changes
Only 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.
Product name
The 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)