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<div style="display: grid; grid-template-columns: 48% 50%; column-gap: 2%"> | <div style="display: grid; grid-template-columns: 48% 50%; column-gap: 2%"> | ||
<div > | <div> | ||
<div | <div class="main-page-section"> | ||
== Getting started == | == Getting started == | ||
If you're new to the mod editor, start here! | |||
=== Information === | === Information === | ||
*[[Introduction to the Mod Editor]] | *[[Introduction to the Mod Editor]] | ||
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</div> | </div> | ||
<div | <div class="main-page-section"> | ||
==Mod Editor Windows== | ==Mod Editor Windows== | ||
Learn about the different windows that make up the Mod Editor. | Learn about the different windows that make up the Mod Editor. | ||
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|- | |- | ||
| '''Other Windows''' | | '''Other Windows''' | ||
| [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]] | | [[Action Editor]] - [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]] | ||
|- | |- | ||
|} | |} | ||
</div> | </div> | ||
<div | <div class="main-page-section"> | ||
==Other Concepts== | ==Other Concepts== | ||
These are some other miscellaneous concepts that are useful to know when creating mods. | These are some other miscellaneous concepts that are useful to know when creating mods. | ||
'''General''' | |||
* [[Mod Settings|Adjusting Mod Settings]] | * [[Mod Settings|Adjusting Mod Settings]] | ||
* [[Unlocked Mod|Marking a published mod as Unlocked]] | * [[Unlocked Mod|Marking a published mod as Unlocked]] | ||
* [[Mod Editor Shortcuts]] | |||
'''Advanced''' | |||
* [[Custom Board Space|Creating Custom Board Spaces]] | * [[Custom Board Space|Creating Custom Board Spaces]] | ||
* [[Lighting Settings]] | * [[Lighting Settings]] | ||
* [[Screen Effects]] | * [[Screen Effects]] | ||
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<div> | <div> | ||
<div | <div class="main-page-section"> | ||
== Components == | == Components == | ||
[[Component | [[Component]]s are blocks of logic that are added to [[Gameobject]]s to give them unique functionality. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|- | |- | ||
| style="padding-left: 2em;" | '''General''' | | style="padding-left: 2em;" | '''General''' | ||
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] | | [[Logic Component|Logic]] - [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] | ||
|- | |- | ||
| style="padding-left: 2em;" | '''Minigame only''' | | style="padding-left: 2em;" | '''Minigame only''' | ||
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node | | [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]] | ||
|- | |- | ||
| style="padding-left: 2em;" | '''Board only''' | | style="padding-left: 2em;" | '''Board only''' | ||
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</div> | </div> | ||
<div | <div class="main-page-section"> | ||
== Assets == | == Assets == | ||
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</div> | </div> | ||
<div | <div class="main-page-section"> | ||
== Actions == | == Actions == | ||
[[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an | [[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an [[Event]] is fired. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| ''' | | '''Minigame Logic''' | ||
|[[Change Score Action]] - [[ | | [[Change Health Action]] - [[Change Player Velocity Action]] - [[Change Score Action]] - [[Drop Minigame Item Action]] - [[Give Minigame Item Action]] - [[Modify Player Action]] - [[Set Gravity Action]] - [[Set Placement Action]] - [[Stun Player Action]] | ||
|- | |||
| '''Board Logic''' | |||
| [[Display Popup Action]] - [[Damage Player Action]] - [[Drop Keys Action]] - [[Give Item Action]] - [[Give Keys Action]] - [[Give Trophy Action]] - [[Heal Player Action]] - [[Move To Space Action]] - [[Remove Trophy Action]] - [[Set Board Space Active Action]] - [[Set Connection Active Action]] - [[Spawn Keys Action]] | |||
|- | |||
| '''Utility''' | |||
|[[Kill Action]] - [[Play Sound Action]] - [[Set Active Action]] - [[Spawn Prefab Action]] - [[Wait Action]] | |||
|- | |- | ||
| ''' | | '''Movement''' | ||
| [[ | | [[Match Transform Action]] - [[Play Tween Animation Action]] - [[Position Action]] - [[Rotation Action]] - [[Scale Action]] | ||
|- | |- | ||
| ''' | | '''Visuals''' | ||
| [[ | | [[Set Color Action]] - [[Set Player Visual Action]] - [[Spawn Effect Action]] - [[Show Message Action]] | ||
|- | |- | ||
|} | |} |
Latest revision as of 20:15, 17 December 2023
Welcome to the Pummel Party Mod Editor Documentation
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.
Getting started
If you're new to the mod editor, start here!
Information
Tutorials
Mod Editor Windows
Learn about the different windows that make up the Mod Editor.
Primary Windows | Hierarchy Window - Inspector Window - Scene View - Asset Browser - Log Window |
Other Windows | Action Editor - Mod Validator Window - Publish Window - Published Mods Window |
Other Concepts
These are some other miscellaneous concepts that are useful to know when creating mods.
General
Advanced
Components
Components are blocks of logic that are added to Gameobjects to give them unique functionality.
Gameplay | |
General | Logic - Mover - Simple Animator |
Minigame only | Item - AI Navigation Node - Player Spawn - Spawner - Trigger - Weapon |
Board only | Board Space - Board Space Event |
Rendering | Light - Line Renderer - Mesh Renderer - Particle System - Prop - Text - Water |
Audio | Audio Source |
Physics | Box Collider - Capsule Collider - Mesh Collider - Sphere Collider |
Other | Transform - Prefab Instance - Note |
Assets
Assets are objects used in the creation of mods.
Assets | Mesh Asset - Texture Asset - Audio Clip Asset - Material Asset - Prefab Asset |
Importing Assets | Importing Audio - Importing Images - Importing Models |
Actions
Actions are used with gameplay components to perform tasks whenever an Event is fired.