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Creating an Arrow Type
Create a folder named shared
in your mod's main directory, then inside that folder create another one named images
and in that folder create another folder called ui skins
and in that folder create another folder called default
(or whatever ui skin(s) you want your arrow type to be for). Then in that folder, create another one called arrows
.
In the arrows
folder put the spritesheet for your arrow type. Make sure to rename the PNG and XML to the name of your arrow type (also set the imagePath
variable in your XML to the PNG name)
The XML names for the arrows are different in Leather Engine arrow spritsheets (because of the amount of keys we have), which means you may have to edit your XML to get the spritesheet to work properly.
This is because the original spritesheets use the names green
, blue
, red
, purple
, etc to name their notes. This can get very disorganized quickly however, so Leather Engine arrow spritesheets use the direction of the arrow as it's animation name (with things like the second set of 4 keys in 9 key being left2 instead of left). AKA red => right, blue => down, etc.
Also the middle of 9 keys (aka the grey note / diamond notes) is called square
in the new XMLs.
Create a folder named _append
in your mod's main directory, then make another folder inside it called data
, and then another folder inside that one called ui skins
Create a folder named data
in your mod's main directory, then inside that folder make two more folders named arrow types
and ui skins
.
In the arrow types
folder create a .txt file with the same name as your arrow type (CASE SENSITIVE).
Line 1
controls if you should hit the note or not (ie: if you miss from hitting it), it can either be true
or false
.
Line 2
controls the amount of damage taken when you hit the note.
Line 3
controls the amount of damage taken when you miss the note.
Line 4
controls the amount of damage taken when you miss a held version of the note. (v0.4.0+)
Line 5
controls if you get a miss from missing a note (v0.5.0+)
In the ui skins
folder create folders for the names of each ui skin you want your arrow type to support.
Then in each ui skin's folder create a .txt file with the name of your arrow type.
Line 1
controls the Y Offset in game.
Line 2
controls the X Offset in the charter.
Line 3
controls the size (y) of the notes in the charter.
Line 4
controls the Y Offset in the charter.
Line 5
controls the size (x) of the notes in the charter. (v0.4.0+)
Line 6
controls whether the note is effected by Note Color (true
or false
) (by default is true
). (v0.5.0+)
In _append/data
add a file named arrowTypes.txt
and put the arrow type name in it.
Make a new folder in _append/data
called ui skins
and then make folders for all the ui skins you want to support and put a file named types.txt
in each one, then put the arrow type name in the types.txt
.