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awesome-pages test 2
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docs/Modders/.pages
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nav:
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- Mods.md
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- Making-a-new-Civilization.md
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- ...
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- summary.md
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- Unique-parameters.md
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- uniques.md
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@ -9,7 +9,7 @@ In that case only graphics and audio will be active, the rule changes will be ig
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## Override built-in graphics
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If a mod supplies an image with the same name and path as one included in the base game (and its [atlas](1-Mods.md#more-on-images-and-the-texture-atlas) is up to date), and the mod is active, the mod's graphics will be used instead of the built-in one.
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If a mod supplies an image with the same name and path as one included in the base game (and its [atlas](Mods.md#more-on-images-and-the-texture-atlas) is up to date), and the mod is active, the mod's graphics will be used instead of the built-in one.
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For example, if you include a file named "Images/OtherIcons/Link.png" in your mod, you will be overriding the little chain links icon denoting linked lines in Civilopedia. The first part of the path is not relevant for overriding, it controls which of a set of atlas files will carry the image, but for selection in the game only the rest of the path is relevant. So, to override "Images.Tech/TechIcons/Archery.png" you could place your image as "Images/TechIcons/Archery.png" and it would work because the "TechIcons/Archery" part is the key.
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# Creating a custom tileset
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**You should read the [Mods](1-Mods.md) page first before proceeding**
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**You should read the [Mods](Mods.md) page first before proceeding**
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In order to add a tileset mod (yes, tilesets are just another type of mod), all you need to do is add your images under Images/Tilesets/MyCoolTilesetExample and enable the mod as a permanent visual mod - the game will recognize the tileset, and allow you to pick it in the options menu.
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# Creating a UI skin
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**You should read the [Mods](1-Mods.md) page first before proceeding**
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**You should read the [Mods](Mods.md) page first before proceeding**
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In order to add a UI skin mod (yes, UI skins are just another type of mod), all you need to do is add your images under `Images/Skins/MyCoolSkinExample` and enable the mod as a permanent visual mod.
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@ -201,4 +201,4 @@ The color this UI element should have.
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A float value. Default value: null
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The alpha this UI element should have. Overwrites the alpha value of tint if specified.
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The alpha this UI element should have. Overwrites the alpha value of tint if specified.
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@ -87,7 +87,7 @@ Credits for icons should go in a `Credits.md` page.
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You have a working mod, now it's time to go wild!
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- Add the [atlas files](1-Mods.md#more-on-images-and-the-texture-atlas) to your repo so your users get images
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- Add the [atlas files](Mods.md#more-on-images-and-the-texture-atlas) to your repo so your users get images
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- Install Git locally, so you can change your files on your device and have those changes reflected in your repository
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- Expand the abilities of your civ by adding new [uniques](uniques.md)
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- Add new civs, buildings or units
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@ -12,7 +12,7 @@ The game only knows how to recognize existing definitions, so you can't add *new
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There are three main kinds of mods:
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- **Extension mods** - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, [creating a new Civilization](2-Making-a-new-Civilization.md)
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- **Extension mods** - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, [creating a new Civilization](Making-a-new-Civilization.md)
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- **Base Ruleset mods** - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game. These generally require quite a bit of work, but give a whole new experience, and so are the most popular.
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- **Ruleset-agnostic mods** - these do not contain any ruleset-related jsons, but instead contain other affects. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category.
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@ -149,5 +149,5 @@ Existing mods can be found [here](https://github.com/topics/unciv-mod)!
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Now you should try to create your first mod!
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We recommend you start off by [adding a new civilization](2-Making-a-new-Civilization.md) as a mod, to get a hang of the process :)
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We recommend you start off by [adding a new civilization](Making-a-new-Civilization.md) as a mod, to get a hang of the process :)
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