Using Content Patcher
The structure of a NITV Content Patcher mod generally consists of a [CP] content patcher mod alongside whatever assets related to the creatures you are adding you want to load.
Your manifest.json should look something like this.
{
"Name": "ExamplePackContent",
"Author": "Nature",
"Version": "1.0.0",
"Description": "",
"UniqueID": "Nature.ExamplePackContent",
"UpdateKeys": [""],
"ContentPackFor": {
"UniqueID": "Pathoschild.ContentPatcher"
},
"Dependencies": [
{
"UniqueID": "Nature.NatureInTheValley"
}
]
}
And your content file will look something like this, where you first load the assets required for your creature(s) and then target "Nature.NITV/Creatures" to edit in your creatures.
{
"Format": "2.0.6",
"Changes": [
{
"Action": "Load",
"Target": "Mods/NITVExample/Fly, Mods/NITVExample/FlyItem",
"FromFile": "PNGs/{{TargetWithoutPath}}.png"
},
{
"Action": "EditData",
"Target": "Nature.NITV/Creatures",
"Entries": {
"CommonButterfly": {
"grounded": false,
"speed": 0.004,
"scale": 1.1,
"range": 0,
"locations": [
"0",
"SeedShop"
],
"minTime": 1200,
"spritePath": "Mods\\NITVExample\\FlyItem",
"xDef": 30,
"yDef": 11,
"Price": 40,
"displayName": "Fly",
"displayDescription": "A simple fly"
}
}
}
]
}
Note that when using content patcher, you only need to include the variables which are *not* equal to their default values.
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