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Modding:Boots

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Revision as of 17:11, 15 December 2024 by imported>Pathoschild (split from Modding:Items; attribution: Pathoschild (main author), Falseroku (update for 1.6 + example))
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← Items

Boots

Data format

You can create/edit boots by editing the Data/Boots asset. This consists of a string → string dictionary, where...

  • The key is the unqualified item ID.
  • The value is a slash-delimited string with the fields listed below.
index field effect
0 Name The internal item name (and display name in English).
1 Description The translated item description shown in-game.
2 Price Unused. The actual price is calculated as (added defence × 100) + (added immunity × 100).
3 Added Defense A defense bonus applied to the player while equipped.
4 Added Immunity An immunity bonus applied to the player while equipped.
5 Color Index The boots color index within the Color Texture, where 0 is the top-left set, if present, otherwise the Characters/Farmer/shoeColors spritesheet.
6 Display Name The translated item name shown in-game (for non-English assets only).
7 Color Texture The asset name for the texture containing the boots color sprite.
8 Sprite Index The boots sprite index within the Texture, where 0 is the top-left set.
9 Texture The asset name for the texture containing the boots sprite.

The boots data in Data/Boots consists of a string → string dictionary with entries like this:

  "511": "Dark Boots/Made from thick black leather./250/4/2/7"

A custom entry might look something like this:

{
  "Format": "2.2.0",
  "Changes": [
    {
      "LogName": "Load boots texture",
      "Action": "Load",
      "Target": "{{ModId}}/Boots, {{ModId}}/BootsColor",
      "FromFile": "assets/{{TargetWithoutPath}}.png"
    },
    {
      "LogName": "Add boots to boots data",
      "Action": "EditData",
      "Target": "Data/Boots",
      "Entries": {
        "{{ModId}}_OPBoots": "Overpowered Boots/These boots are totally broken!/1000000/100/100/8/Overpowered Boots/{{ModId}}\\BootsColor/0/{{ModId}}\\Boots"
      }
    }
  ]
}