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.
/Mods/ -- MOD root directory
/Mods/DemoMod/ -- MOD directory
/Mods/DemoMod/CharacterAsset/ -- Character data configuration file directory
/Mods/DemoMod/SkinsAsset/ -- Character skin graphic texture directoryMOD configuration file: The configuration file suffix is ".mod", and the configuration parameters are as follows
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)
}--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
}Last updated
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