![]() zip file, which will work fine so long as the mod.json is in the root of the zip file. If the mod is ready to distribute, you can put the contents of this directory into a. Reading resources in this manor is not supported when scripts are run standalone. If any other files are present in this directory, they can be read from a script using a method such as Mod.ReadResourceText("myFile.txt"). When this mod is applied, first MyFirstScript.csx will run against the ROM, then a. This JSON refers to two scripts which must be located in the same directory as the mod.json file. "Description": "Some text that will someday be shown in a UI somewhere some day", To make a mod, create a directory and make a mod.json file with contents that look like the following: ModsĪ mod is a collection of one or more scripts that serve the same end goal. See .ScriptContext for which globals are available. These are C# (.csx files) or Lua (.lua files) that have access to a ROM and can modify its contents in any way the DreamNexus library supports. The most basic layer of modification is the script. Note that all mods will be applied to Pokémon Mystery Dungeon: Rescue Team DX, but more ROMs will be supported in the future. ModsĭreamNexus features a mod system allowing people to create and distribute custom modifications that aren't supported by the UI. More than just starters will be supported in the future. ![]() Right now, the change starters sample script can be used to generate itself, minus certain comments, as a proof-of-concept. Supported languages are C# and Lua, but this is subject to change in the future. The idea behind this is that a user will use a GUI to make edits, then will be able to generate a script that allows their friends to do the same. These can be written in your favorite code editor, but DreamNexus can generate scripts for certain kinds of edits, such as starter editing. Most of the control over ROMs is done with scripts. You can currently fix this mismatch by manually modifying and executing /Scripts/CSharp/ActDatabaseEditing.csx. ![]() Note that the models during the personality test might not match your selected Pokémon, but the portrait and in-game models will match. See Scripts/Samples/a in the console app project for a rough idea how to do it. Scripts - Premade Lua scripts containing queries and other samples.- Console app made primarily to make the library usable.Reverse - Stubs and custom implementation of portions of the RTDX executable, such as enumerations and data strutures.Automation - Code to host 3rd party scripts to modify ROMs.Infrastructure - Helper code not specific to the RTDX domain.PSMD - Code specific to Pokémon Super Mystery Dungeon.Structures - Lower level data access to interact with specific file formats.Models - Aggregations of data into logical units.RTDX - Code specific to Pokémon Mystery Dungeon: Rescue Team DX.For the console project, this powers all "library:" operations. Library - A simple library of ROMs for users' convenience.Domain - Code in the domain of ROM editing.SkyEditor.RomEditor - Code editing library containg the fun bits.
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