WorldBox - God Simulator

WorldBox - God Simulator

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Modding Races
The modding scene on this game seems very barren, and it's very hard to find tutorials that are reliable. Could anyone show me what files the races are and any other modding tips?
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Anyone know?
Agree, I also wonder if anyone have the document about all the parameter in "S" class in modding.
As compensation of little off topic, I left my little knowledge of modding below:

First, you shall install Visual Studio Code as your IDE (It just like a notepad with contains much functions and works similar to Google extensions).

Second, download a mod and adjust the mod by yourself (I suppose you know how to install a mod so I will jump about this part), go to codes and you may find some structure like:

(this is changed from "Heavenly Traits" mod, I changed the Invincibility trait to Unmovable trait cause I only need the knockback_reduction property.)

ActorTrait Unmovable= new ActorTrait();
Unmovable.id = "Unmovable";
Unmovable.path_icon = "ui/Icons/IconUnmove";
Unmovable.type = TraitType.Positive;
Unmovable.group_id = TraitGroup.HeavenlyTraits;
Unmovable.can_be_cured = false;
Unmovable.needs_to_be_explored = false;
Unmovable.can_be_given = true;
Unmovable.can_be_removed = true;
Unmovable.only_active_on_era_flag = false;
Unmovable.base_stats[S.knockback_reduction] = 10.0f;
AssetManager.traits.add(Unmovable);
addTraitToLocalizedLibrary(Unmovable.id, "Nothing can move him");
PlayerConfig.unlockTrait("Unmovable");

ActorTrait build a new class object to a customize trait (probably, I'm not familiar to C#)
An customize trait usually contain:
1. id (suggest to use the same name as variable)
2. path_icon (you need to draw one, for this purpose I copy one of the icon in Heavenly Traits mod and redraw it with paint 3D)
3. type
4. group_id
5. birth (this is not exist in example above, basically control the heredity, set from 0 to 100)
6. needs_to_be_explored (set to false)
7. can_be_cured (I guess this is related to the doctor curing behavior as plague and zombie)
8. can_be_given (set to true)
9. can_be_removed (set to true)
10. only_active_on_era_flag (guess this works like elf's moon era trait?)
And the most important part: base_stats
use base_stats and key class "S" to adjust the power of this trait,
the format is Customize_Trait_name.base_states[S.Adjust_Parameter_name]
Below are all the possible parameter I know work in this adjustment:
1. S.damage
2. S.mod_damage (mod_ means adjust as percentage, be careful not every parameter have mod_ version)
3. S.speed
4. S.mod_speed
5. S.critical_chance
6. S.health
7. S.knockback_reduction
8. S.warfare
9. S.diplomacy
10. S.stewardship
11. S.opinion
12. S.loyalty_traits
13. S.scale (The actual size, but 2.0f means 2000% for scale, don't know why LOL)
Dernière modification de ggggwpxs; 4 avr. 2024 à 1h09
Based on the advise given by Chatgpt, I use this to print out all the possible parameters in game with customized trait "Readme"

ActorTrait Readme= new ActorTrait();
string words = " ";
Type typeS = typeof(S);
FieldInfo[] fields = typeS.GetFields();
foreach (FieldInfo field in fields)
{
words += $"{field.Name}:";
}
Readme.id = "Readme";
Readme.path_icon = "ui/Icons/Readme";
Readme.type = TraitType.Positive;
Readme.group_id = TraitGroup.HeavenlyTraits;
AssetManager.traits.add(Readme);
addTraitToLocalizedLibrary(Readme.id, words);
PlayerConfig.unlockTrait("Readme");
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Posté le 3 avr. 2024 à 16h47
Messages : 3