From 247aa2e67dac95f527bce6c8fc146d90391a8303 Mon Sep 17 00:00:00 2001
From: NGnius
I'm willing to bet Visual Studio is still downloading (thanks MS), so wait until that's done and then continue. - Using Visual Studio, clone the HelloModdingWorld git repository into a folder (NOT into Gamecraft's install location) and switch to the "base" branch. + Using Visual Studio, clone the HelloModdingWorld git repository into a folder (NOT into Gamecraft's install location) and switch to the "no-api" branch. + If you'd like to try out the GamecraftModdingAPI you can use the "master" (default) branch, but you'll have to install the GamecraftModdingAPI as well. The base branch of HelloModdingWorld provides a starter project for creating your own GCIPA-based mod (called a "plugin"). Before you make any changes, though, you'll want to create your own git repository to store your mod (unless you're that one guy in my office who dislikes open-source). Feel free to use Exmods' Git server (hosted by me!) to make your mod accessible to other modders and Gamecraft players. @@ -91,6 +92,7 @@
Some of these resources have already been mentioned, but I'll mention them again to have a complete list of resources for quick reference.
- Seba's Lab, for articles and examples about Svelto.ECS, Gamecraft's entity handler.
+- GamecraftModdingAPI, for an easier way to modify the behaviour of some parts of Gamecraft.
- Unity Scripting API, for interfacing with Gamecraft's game engine.
- Harmony, for patching existing methods in Gamecraft's code.
- Eusth's Illusion Plugin Architecture (Reloaded), for injecting plugins into Unity games.