Modding:Boots
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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"
}
}
]
}