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docs/guides/start-modding.md

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@@ -26,29 +26,29 @@ Let's start our journey by launching **ModShardLauncher.exe**. Once you launch i
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There are many ways to create your mod, if you use Visual Studio, you can run it then click Create New Project. Search Class Library, click Next.
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<center><img src="../../img/create_project_0.png" width=50%></center>
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<center><img src="../img/create_project_0.png" width=50%></center>
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Give a name to your mod, then select the path Mods that **ModShardLauncher.exe** just create.
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<center><img src="../../img/create_project_1.png" width=50%></center>
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<center><img src="../img/create_project_1.png" width=50%></center>
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Choose **.Net 6.0**, and that's it! easy right?
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<center><img src="../../img/create_project_2.png" width=50%></center>
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<center><img src="../img/create_project_2.png" width=50%></center>
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### Assembly Reference!
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First we should add reference for the tool's assembly, just the .dll file.
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Open the solution explorer.
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<center><img src="../../img/mod_0.png" width=50%></center>
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<center><img src="../img/mod_0.png" width=50%></center>
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Right click the "References", then click "Add Project Reference"
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<center><img src="../../img/mod_1.png" width=50%></center>
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<center><img src="../img/mod_1.png" width=50%></center>
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Click browse.
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<center><img src="../../img/mod_2.png" width=50%></center>
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<center><img src="../img/mod_2.png" width=50%></center>
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In the end, select ModShardLauncher.dll and then click add.
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<center><img src="../../img/mod_3.png" width=50%></center>
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<center><img src="../img/mod_3.png" width=50%></center>
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### Main class
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If you have basis for C#, then you must know about **Class**.Then we will create a Mod's main class.
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While you create a new project, VS should create a class named Class1. We should add reference for `ModShardLauncher` and `ModShardLauncher.Mods` namespace. Then edit the code into:
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<center><img src="../../img/class_0.png" width=50%></center>
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<center><img src="../img/class_0.png" width=50%></center>
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As you can see, we changed the prefix from `internal` to `public`, so that when loading the mods it can read this class. Then we change the name of class into `MyFirstMod`, and let this class extend `Mod` class.
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### Compile the Mod
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Launch **ModShardLauncher**. As you can see, the source code of the mod has been loaded.
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<center><img src="../../img/compile_0.png" width=50%></center>
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<center><img src="../img/compile_0.png" width=50%></center>
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Before we compile the mod, we need to click File - Open on top left, and choose data.win file in **Vanilla** file.
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Then we can double click `MyFirstMod` and compile the mod.
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Result of compiling:
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<center><img src="../../img/compile_1.png" width=50%></center>
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<center><img src="../img/compile_1.png" width=50%></center>
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## Create your first weapon
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### Create Weapon Class
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Right click the Solution Explorer, right click your project, click 'add', and click 'add new'
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<center><img src="../../img/weapon_0.png" width=50%></center>
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<center><img src="../img/weapon_0.png" width=50%></center>
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Name your weapon. In this tutorial I will name it as `MyFirstWeapon`. Same as above, change `internal` into `public` so that it can read the information of this weapon while loading the mod. Then add the reference for `ModShardLauncher` and `ModShardLauncher.Mod` namespace, and let the weapon extend the `Weapon` class.
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If you don't have any sprites, you can export vanilla sprites by UTMT, and put them in the mod path except `.vs, bin and obj`. They will be patched in data.win automatically.
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<center><img src="../../img/weapon_1.png" width=50%></center>
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<center><img src="../img/weapon_1.png" width=50%></center>
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From top to bottom is: weapon on right hand, weapon on left hand, weapon in backpack (there are 3 sprites for this, since the weapon in StoneShard can be broken. If you don't want to sprite it ,just copy 3 times), and loot weapon.
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give Homemade_Blade
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```
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Once it process the give script, you will find that there is a mod weapon in your backpack.
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<center><img src="../../img/weapon_2.png" width=50%></center>
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<center><img src="../img/weapon_2.png" width=50%></center>

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