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@@ -57,7 +57,7 @@ Now we need to create a Main Class for the mod.
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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:
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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@@ -77,7 +77,7 @@ Once you've done this, the information of the mod name, creator and brief descri
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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.
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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@@ -163,7 +163,7 @@ This is the most painful part. In StoneShard, you need 6 sprites for a weapon, w
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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.
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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@@ -197,4 +197,4 @@ If you want to get other weapon in this way, please edit space in the weapon nam
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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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