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FLARE [ARCHIVED]

Basic Mod

dasvidania
Sunday, November 11, 2012 - 23:20

Im new to the whole modding thing. I use Linux with debian im curious as how to use a mod with the engine. Im not literate at all when it comes to modding any files of any kind. But i would like to learn. But alas i do not know where to start either. 

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Clint Bellanger
joined 15 years 7 months ago
Monday, November 12, 2012 - 05:59
Clint Bellanger's picture

dasvidania,

We still have a lot of work to do on modding docs/tutorials. For now it'll be useful if you can tell us about the kind of mod you're interested in making, and then we can take notes for the upcoming tutorials.

Basically the way modding works for flare is there is a "mods" folder that contains each mod available. There's always the "default" mod which allows the basic engine to start up. For flare-game we have a "fantasycore" mod that contains generic reusable data for making games in the flare fantasy style. Then we have the "alpha_demo" that contains the current playable game.

Creating completely new "core" data is hard work -- usually there's art assets to be created and the config files are trickier to understand. But campaign data is a bit easier -- it's placing that core data into maps or quests, or creating new items/enemies from existing art, etc.

Mods can add new data files or overwrite other data files. So e.g. you could make a new Hardcore mod that makes all the enemies more aggressive, have more resistances, move faster, etc. by creating new versions of the enemies files. Then to enable such a mod you'd use the in-game configuration -> mods interface. You'd want to load this hardcore-enemies mod after the fantasycore mod (lower on the Active Mods list) so that your mod overwrote the core enemies.

Map making uses Tiled, which is a free/libre map editor. Included in the full flare-game repo is a tiled/ folder which contains the current maps. Tiled can export to Flare's map format. For the latest map features I suggest using a recent daily Tiled build, at least until the next major Tiled release comes out.

To get into Flare modding I suggest looking at the various text files in the mods folders. Try tweaking values to see how it changes the game.

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dasvidania
joined 12 years 6 months ago
Monday, November 12, 2012 - 12:26

Okay thank you, sounds exciting! ill look into it asap

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Ihlbit
joined 12 years 4 months ago
Friday, December 28, 2012 - 17:05

Like the poster, I'm relatively new to programming. I've been messing with the Flare engine for a couple weeks, and actually found it fairly easy to manipulate and add custom maps and npc's. So i'd like to thank the creator for providing me hours of entertainment.

I have a question though. Is it possible to set an NPC to have a special response to a certian player name?

If so what would the code look like? 

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pennomi
joined 14 years 6 months ago
Saturday, December 29, 2012 - 17:58
pennomi's picture

Ihlbit, that's not currently possible without modifying the C++ source. What are you trying to accomplish? If it's a useful enough feature, we'll try to get it put into the engine.

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Ihlbit
joined 12 years 4 months ago
Sunday, December 30, 2012 - 00:55

I dont know how useful it would be for anything, but i was hoping i could set an npc to have dialogue designated for certain names, or groups of names, or even just the first letter. I was thinking some user created database of names or something for the npc to draw its responses from. Like if i choose the name Jack I get "Jack? Like in the box?", but if i choose say Richard the Npc might have some story about a famous Richard that once lived. I was also thinking of just writing a couple greetings for an npc and having them randomly chose one when a player talks to them. 

 I was just seeing if i could make my small test level have a bit of randomosity each time i restart it or let one of the kids play it. 

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