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mod.json
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{
// The ID of your mod. Should be unique!!
"id": "dlc_test",
// Displays on the main menu.
"name": "Test DLC",
// Displays underneath the name. Optional.
"subtitle": "A small mod for testing various features of our DLC handling. Accessible by the TESTZONE bin code.\nI guess you can use it as an example.",
// The version of your mod.
"version": "v1.0.0",
// What version of the engine your mod was made with.
"engineVer": "v0.9.0-dev",
// The Deltarune chapter you'd like to base your mod off of.
// Do keep in mind that you can control chapter-specific features
// one by one using the config below.
"chapter": 2,
// The map that you start in when first starting the mod.
// May be overwritten by the Game:swapIntoMod invocation
"map": "room1",
// Whether the mod is hidden from the mod selection.
"hidden": false,
// Whether the game window's title should be set to the mod's name, and the icon to the image
// in the file `window_icon.png`.
// When your mod is configured as the engine's target mod, it's automatically done unless if
// this option is explicitly set to false; else, it's done if this is set to true.
"setWindowTitleAndIcon": null,
// Config values for the engine and any libraries you may have.
// These config values can control chapter-specific features as well.
"config": {
"kristal": {
// End of config
}
},
// todo: agree on how this should work
"dlc": {
"extraBinCodes": {
"NORMINFO": {
"result": "main_hub"
},
"TESTZONE": true
},
"worldMap": {
"x": 100,
"y": 200
},
"bosses": {
"bigdummy": {
"name": "Big Dummy",
"encounter": "bigdummy",
"preview": ["assets/sprites/enemies/bigdummy/idle_1.png", 40, -20]
},
"dummy": {
"name": "normal dummy lol",
"encounter": "dummy",
"preview": ["assets/sprites/enemies/dummy/idle.png", 67, 32]
}
}
}
}