[aquaria] Loading treasures.txt from a mod
Kasoroth
kasoroth at concordant-opposition.net
Tue Feb 15 00:52:34 EST 2011
I recently started experimenting with Aquaria's modding tools, and one
of the first things I tried to do was create custom collectible
treasures. I couldn't find any information about how to load the
treasures.txt file from a mod, so I decided to look at the source to
figure it out.
After a bit more examination of how the treasure menu works, it seemed
like the problem with adding/modifying collectibles in a mod was that
treasures.txt, stringbank.txt, and menu-treasures.lua were all loaded
only from the main game, and also the number of treasures (for purposes
of next/prev page in the treasure menu) was hard coded to 32 (2 pages of
16).
I've created a quick patch that to fix these problems and allow
additional collectibles in mods. I've only recently started looking at
the Aquaria code, so if there is already some other way to do this that
I'm missing, I apologize. I hope this code is useful to the modders out
there.
Also, I had a problem with my build that did not seem to occur in the
executable included in the Humble Bundle: The loadskin function in
SkeletalSprite was converting the whole path string to lower case,
causing it to fail for mods in my .Aquaria folder. I modified it to
only change the filename (not the whole path) to lower case.
- Kasoroth
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