Editing Modding Tutorials/Plague Gun (1.1)

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
This is a tutorial for taking an item [[mod]] from conception all the way to completion, touching on most systems involved in RimWorld modding and explaining each step.
+
* Note: The "'''plague gun 1.1'''" does <u>not</u> exist in RimWorld; not in the core game, not in any [[DLC]]s. This article uses it as an example of "How to" for [[Modding|modifying]] the game, which is popular with many players, and is 100% permitted and even encouraged by the [https://ludeon.com/blog/ publisher].
  
 
== Introduction ==
 
== Introduction ==
Line 110: Line 110:
 
=== Completed Example ===
 
=== Completed Example ===
  
''Note'': The example is up-to-date for [[Version|1.3]] and will likely be outdated in the future. The above steps should always be relevant.
+
''Note'': The example is up-to-date for [[Version|1.1]] and will likely be outdated in the future. The above steps should always be relevant.
 
<source lang ="xml">
 
<source lang ="xml">
 
<?xml version="1.0" encoding="utf-8" ?>
 
<?xml version="1.0" encoding="utf-8" ?>
Line 122: Line 122:
 
     </graphicData>
 
     </graphicData>
 
     <projectile>
 
     <projectile>
 +
      <flyOverhead>false</flyOverhead>
 
       <damageDef>Bullet</damageDef>
 
       <damageDef>Bullet</damageDef>
 
       <damageAmountBase>12</damageAmountBase>
 
       <damageAmountBase>12</damageAmountBase>
Line 137: Line 138:
 
       <graphicClass>Graphic_Single</graphicClass>
 
       <graphicClass>Graphic_Single</graphicClass>
 
     </graphicData>
 
     </graphicData>
    <uiIconScale>1.4</uiIconScale>
 
 
     <soundInteract>Interact_Revolver</soundInteract>
 
     <soundInteract>Interact_Revolver</soundInteract>
    <thingSetMakerTags><li>RewardStandardQualitySuper</li></thingSetMakerTags>
 
 
     <statBases>
 
     <statBases>
 
       <WorkToMake>4000</WorkToMake>
 
       <WorkToMake>4000</WorkToMake>
Line 153: Line 152:
 
       <li>Revolver</li>
 
       <li>Revolver</li>
 
     </weaponTags>
 
     </weaponTags>
    <weaponClasses>
 
      <li>RangedLight</li>
 
    </weaponClasses>
 
 
     <costList>
 
     <costList>
 
       <Steel>30</Steel>
 
       <Steel>30</Steel>
Line 261: Line 257:
  
 
# First, let's add a way to read XML data into your assembly.
 
# First, let's add a way to read XML data into your assembly.
# Rename public class Class1 to ModExtension_PlagueBullet and make it inherit DefModExtension. As a reminder, inheritance looks like this:<source lang="csharp">
+
# Rename public class Class1 to ModExtension_Plaguebullet and make it inherit DefModExtension. As a reminder, inheritance looks like this:<source lang="csharp">
 
public class ModExtension_PlagueBullet : DefModExtension
 
public class ModExtension_PlagueBullet : DefModExtension
 
{
 
{
Line 296: Line 292:
 
#* This line is a Property, basically a method which doesn't take any arguments, and can generally speaking be treated as a variable. See [https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/properties this article] for more details.
 
#* This line is a Property, basically a method which doesn't take any arguments, and can generally speaking be treated as a variable. See [https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/properties this article] for more details.
 
# Now, let's start the actual core code of this mod. Let's begin by overriding the Impact method on the base Bullet class, like so: <source lang="csharp">
 
# Now, let's start the actual core code of this mod. Let's begin by overriding the Impact method on the base Bullet class, like so: <source lang="csharp">
protected override void Impact(Thing hitThing, bool blockedByShield = false)
+
protected override void Impact(Thing hitThing)
 
</source>
 
</source>
 
#* The <code>override</code> keyword tells the compiler that we're replacing the functionality of the <code>Impact</code> method from the <code>Bullet</code> class we're inheriting from.
 
#* The <code>override</code> keyword tells the compiler that we're replacing the functionality of the <code>Impact</code> method from the <code>Bullet</code> class we're inheriting from.
 
# First, let's call the base version of this method so we don't need to rewrite all the logic about damaging a pawn - we only care about adding the hediff ''after'' damage occurs. <source lang="csharp">
 
# First, let's call the base version of this method so we don't need to rewrite all the logic about damaging a pawn - we only care about adding the hediff ''after'' damage occurs. <source lang="csharp">
base.Impact(hitThing, blockedByShield);
+
base.Impact(hitThing);
 
</source>
 
</source>
 
# Next, we check to make sure the ModExtension was properly loaded, that we hit something, and that what we hit was a [[Pawns|Pawn]].<source lang="csharp">
 
# Next, we check to make sure the ModExtension was properly loaded, that we hit something, and that what we hit was a [[Pawns|Pawn]].<source lang="csharp">
Line 345: Line 341:
 
         public ModExtension_PlagueBullet Props => base.def.GetModExtension<ModExtension_PlagueBullet>();
 
         public ModExtension_PlagueBullet Props => base.def.GetModExtension<ModExtension_PlagueBullet>();
  
         protected override void Impact(Thing hitThing, bool blockedByShield = false)
+
         protected override void Impact(Thing hitThing)
 
         {
 
         {
             base.Impact(hitThing, blockedByShield);
+
             base.Impact(hitThing);
 
             if (Props != null && hitThing != null && hitThing is Pawn hitPawn)
 
             if (Props != null && hitThing != null && hitThing is Pawn hitPawn)
 
             {
 
             {
Line 402: Line 398:
 
         public ModExtension_PlagueBullet Props => base.def.GetModExtension<ModExtension_PlagueBullet>();
 
         public ModExtension_PlagueBullet Props => base.def.GetModExtension<ModExtension_PlagueBullet>();
  
         protected override void Impact(Thing hitThing, bool blockedByShield = false)
+
         protected override void Impact(Thing hitThing)
 
         {
 
         {
             base.Impact(hitThing, blockedByShield);
+
             base.Impact(hitThing);
 
             if (Props != null && hitThing != null && hitThing is Pawn hitPawn)
 
             if (Props != null && hitThing != null && hitThing is Pawn hitPawn)
 
             {
 
             {

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)