MOD Development Tutorial

MOD Introduction: MOD is divided into "configuration file" and "modification file" directories. The configuration file mainly displays information such as the MOD name and author and the MOD modification file directory.

MOD placement directory:

PC: {GameDir}\Mesozoic Dawn_Data\StreamingAssets\Mods\
Android: {SdcardDir}\Android\data\com.nextindie.mesozoicdawn\files\Mods\

MOD file path directory description: Please place the file strictly according to the following directory, otherwise a read error will occur.

MOD Directory Structure
/Mods/ -- MOD root directory
/Mods/DemoMod/ -- MOD directory
/Mods/DemoMod/CharacterAsset/ -- Character data configuration file directory
/Mods/DemoMod/SkinsAsset/ -- Character skin graphic texture directory

MOD configuration file: The configuration file suffix is ​​".mod", and the configuration parameters are as follows

MOD Configuration File Information
ModConfig = {
             Name = "Demo", --MOD name, used for system representation and display to players (*Note: Please keep this name consistent with the file name)
             Author = "Gamer", --MOD author, used to show to players
             Path = "DemoMod/", --MOD file path
	     Version = "0.0.1", --MOD version, used to distinguish MOD versions
             SupportedVersion = "0.6.*" --Game versions supported by MOD (* means no restrictions)
}
Character value MOD configuration:
--The following configuration character numerical information (*The following items cannot be deleted)
CharacterAsset = {
          name = "Allosaurus", --Character name
          enable = true, --Whether to enable the character
          jump = false, --Whether to allow jumping (if there is no matching animation, enabling will result in an error)
          race = "allo", --Character race tag (*required, this value is unique)
          ropoda = 0, --Nest type (range: -1~2, -1-None | 0-Theropod | 1-Sauropod | 2-Ornithischian)
          ropode = 0, --Egg type (range: -1~2, -1-None | 0-Theropod | 1-Sauropod | 2-Ornithischian)
          volume = 2, --Character size (range: 0~5, light~super)
          rank = 7, --Character level (range: 0~12, S1~SS)
          branch = 3, --Character subject (range: 0~25)
          habit = 0, --Character living habits (range: 0~5; 0-terrestrial animals | 1-water-loving (crocodiles, spinosaurs) | 2-marine reptiles | 3-aquatic animals (fish) | 4-amphibians (frogs) | 5-flying animals)
          type = 0, --Character type (range: 0~5; 0-carnivorous dragon | 1-herbivorous dragon | 2-aquatic creatures | 3-arthropods | 4-mammals | 5-flying creatures)
          taste = 0, --Character diet type (range: 0~3; 0-carnivorous | 1-flowers and plants | 2-leaves | 3-omnivorous)
          spawn = 0, --Character reproduction method (range: 0~3; 0-oviparous | 1-viviparous)
          health = 76503.0, --health value
          hunger = 42227.0, --hunger value
          water = 3128.0, --water
          oxygen = 474.0, --oxygen
          stamina = 100.0, --attack stamina
          attack = 2802.0, --damage
          defend = 779.0, --defense
          restore = 266.0, --recovery
          consume = 100.0, --cruise time
          weight = 3600.0, --weight
          speed = 27.01, --walking speed
          swim = 13.5, --swimming speed
          flying = 0.0, --flying speed
          runSpeed ​​= 54.01, --running speed
          turnSpeed ​​= 0.61, --turning speed
          growtime = 1560.0, --time required to grow to adult size
          ovumtime = 1080.0, --time for eggs to form in the body
          hatching = 2210.0, --time for eggs to hatch and mature
          safe = 1800.0, --default safety protection time
          skill = "LifeDrain,3;", --EX skill carried by default (format: gene name, level;)
          gene = "", --gene carried by default
}

--The following character skill configuration numerical information (if the character does not have a corresponding attack method, the modification is invalid)
CharacterSkill = {

      --Modify attack method 1
      attack1 = {
          Race        = "allo", --The race you want to modify (*required)
          AttackOrder = 1, --attack method sequence number (for example: mouth 1 in the game, fill in 1 here)
          AttackType = 0, --attack method, only used to display to the player (0-mouth | 1-tail | 2-trampling | 3-hand swing | 4-body | 5-head | 6-leg)
          DamageMode = 1, --attack type (0-single damage | 1-range damage | 2-charged damage (charged requires animation, otherwise invalid))
          Area = null, --Available attack area (null - unlimited | 0-land | 1-shallow water | 2-deep water | 3-sky)
          Modify = 1, --damage modifier = damage * modifier (1-no modification | 0.8-damage reduced by 20% | 1.2-Damage increased by 20%)
          UseStamina = 0, --Consume stamina, percentage value (0-Use system default | 0.01-Each attack consumes 1% | 0.5-Each attack consumes 50%)
          TriggerSkill = "Scars,2;", --Attack binding skill (format: gene name, level;)
      },

      --Modify attack method 2
      attack2 = {
          Race        = "allo", --The race you want to modify (*required)
          AttackOrder = 2, --Attack method sequence number (for example, modify mouth 2 in the game, fill in 2 here)
          AttackType = 0, --Attack method, only used to display to players (0-Mouth | 1-Tail | 2-Trampling | 3-Hand throw | 4-Body | 5-Head | 6-Legs)
          DamageMode = 0, --Attack type (0-Single damage | 1-Range damage | 2-Charge damage (Charge needs to be bound to animation, otherwise it is invalid))
          Area = null, --Available attack area (null - Unrestricted | 0-Land | 1-Shallow Water | 2-Deep Water | 3-Sky)
          Modify = 1, --Damage Modification = Damage * Modification (1-No Modification | 0.8-Damage Reduced by 20% | 1.2-Damage Increased by 20%)
          UseStamina = 0, --Consumption of Stamina, percentage value (0-Use System Default | 0.01-Each attack consumes 1% | 0.5-Each attack consumes 50%)
          TriggerSkill = "Blood,2;", --Attack Binding Skill (Format: Gene Name, Level;)
     }
}
    
--The following character skin configuration numerical information
CharacterSkin = {
            Race    = "allo",  --The race of the skin (*required)
	    Name    = "Crooked mouth", --Skin Name
	    Path    = "SkinsAsset/Crooked mouth.png",  --The file path where the skin is located
}

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