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Fine Print
In order to create a Fine Print mod, we need a GD file in our mod's scripts
folder for each fine print we'd like to add. The content of the file must be as follows:
extends "res://Mod Data.gd"
func _init():
mod_type = "fine_print"
display_name = ""
text = ""
effects = []
Let's say we want to create fine print that destroys a random Pepper item. We can do so with the following:
extends "res://Mod Data.gd"
func _init():
mod_type = "fine_print"
difficulty = 0
display_name = "Fine Print #1"
for_items = true
relevant_type = ""
relevant_group = "item_pepper"
text = "<dynamic_item_pepper> is <text_color_keyword>destroyed<end>."
effects = [{"comparisons": [{"a": "type", "b": "dynamic_item"}], "value_to_change": "destroyed", "diff": true}]
The difficulty
variable determines if the fine print can appear on apartment floors lower than floor 15. If the difficulty
is 1
, the fine print cannot appear on apartment floors lower than floor 15.
The display_name
variable is just displayed in the Mods menu when the player is deciding if they want to toggle the fine print within the mod. localized_names
can also be used.
The for_items
variable must be set to true
if our fine print affects items. The fine print will not function properly otherwise.
The relevant_type
variable is used if we want to only affect a single static type of symbol or item. Since we want to pick a random pepper out of the item_pepper
group, we'll leave this variable as an empty string.
The relevant_group
variable is used if we want to affect a single random type of symbol or item from a group. This variable being set to "item_pepper"
means the fine print will randomly pick a Pepper in the player's inventory to affect when the landlord adds the fine print.
The text
variable determines the fine print's description text. The <dynamic_item_pepper>
tag will be replaced with the Pepper that is randomly selected when the landlord adds the fine print. <dynamic_>
can also be used with symbol groups if our fine print affects symbols instead of items. Like so: <dynamic_hex> is <text_color_keyword>destroyed<end>.
We can also add to a localized_text
dictionary if we'd like.
Lastly, the effects
array will function the same as the effects
array in a symbol, item, or email. Of note, "dynamic_item"
or "dynamic_symbol"
can be used in the comparisons
array and will be replaced with item or symbol the fine print randomly selected.
Also, if we want to test all the fine print we've made, we can make sure "fine_print": true
is in our sandbox file. This will make the sandbox load with an email that adds all the modded fine print that isn't disabled.