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CustomProjections.md

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Custom Projections

New custom projections can be defined through files in Projections\RoomName_proj.txt
These projections are triggered in the same way as vanilla projections, using the Triggers page in devtools.
Various settings can be defined through the _proj.txt file. These are all case insensitive and should be separated from their value by :

Name Type Default Value Description
timeOnEachImage number 25 the number of ticks to display each image
showTime number 150 the number of ticks to display the whole projection sequence
RND_Image filename RND_PROJ the name of the image used for random flickering, should be Projections\<RND_Image>.png

Any line that is not one of these settings will be parsed as a projection image to add to the sequence. Projection image names are case sensitive.
The vanilla projections are taken from Projections\STR_PROJ.png and their names are as follows

Dead_Slugcat_B Moon_Fantasy* Slugcat_Eating* Slugcat_Sleeping* Undefined
Scav_And_Pearls Scav_Slugcat_Trade Swarmers Moon_And_Swarmers Dead_Slugcat_A
Clue_1 Clue_2 Clue_3 Clue_4 Scav_Outpost
Slugcat_3 Slugcat_4 Slugcat_5 Slugcat_6 Slugcat_7
Moon_Full_Figure Moon_Double_Size Moon_Portrait Slugcat_1 Slugcat_2

*only have images when Rain World Remix mod is enabled, otherwise they appear the same as Undefined

New projection images can be added by including a .png file in the Projections folder as well as a .txt with the same name, to define the names of each image included on the .png.
The .png file should be a 1,000 x 1,000 image, consisting of a grid of 5 x 5 smaller images that are 200 x 200.
The .txt file should list all of the image names reading from left to right, bottom to top. here is an example png and an example txt

Below are a couple example _proj.txt files

Projections\SL_AI_proj.txt

timeOnEachImage: 80
showTime: 1400
Swarmers
Moon_And_Swarmers
Moon_Fantasy
Swarmers
Moon_And_Swarmers
Moon_Fantasy
Swarmers
Moon_And_Swarmers
Moon_Fantasy

Projections\LF_A05_proj.txt

timeOnEachImage: 28
showTime: 400
RND_Image: ONH_RND_PROJ
Cave_Train
Fissure_Harvester
Fissure_Ledge
LF_Deer
Cave_1
Cave_2

Properties

Many new properties can be defined in World\XX\Properties.txt to customize overseer behavior as it applies to the entire region. All property names are case sensitive and should be separated from their value by :

Name Type Default Value Description
guideShelterWeight decimal 1 Multiplies the player guide's desire to show shelter direction
guideBatWeight decimal 1 Multiplies the guide's desire to show swarmroom direction
guideDangerousCreatureWeight decimal 1 Multiplies the guide's desire to warn of dangerous creatures
guideDeliciousFoodWeight decimal 1 Multiplies the guide's desire to point to fruit
guideProgressionWeight decimal 1 Multiplies the guide's desire to show progression if below 100, if above 100 it will override with the value - 100
guideDestinationRoom room name none The room the player guide should point to when showing progression
guideProgressionSymbol atlas name GuidanceSlugcat The symbol to use for showing progression
inspectorColor color or number 1, 0.8, 0.3 or 1 The color of the inspectors in the region
guideColor color or number 1, 0.8, 0.3 or 1 The color of the player guide
overseersColorOverride(<color>) decimal 1 The chance of the non-guide overseers changing to the defined color

overseersColorOverride() should include the color to override in the parantheses. At runtime the overrides will be sorted by descending chance for each random check.
Overseer color properties can take in ids 0-5 to choose between built-in colors.

ID Iterator Owner Color
0 Five Pebbles 0.44705883, 0.9019608, 0.76862746
1 Looks to the Moon 1, 0.8, 0.3
2 No Significant Harassment 0, 1, 0,
3 Seven Red Suns 1, 0.2, 0
4 Unknown White 0.9, 0.95, 1f
5 Unknown Purple 0.56, 0.27, 0.68

Below is an example file

guideShelterWeight: 1.2 //shelter suggestions will be slightly more common
guideBatWeight: 0.8
guideDangerousCreatureWeight: 0 //tutorial-ish behaviors will be minimized
guideDeliciousFoodWeight: 0
guideProgressionWeight: 101 //tendency to show progression will be locked at 1, like Shoreline
guideDestinationRoom: GATE_FS_LF
guideProgressionSymbol: GuidancePebbles
guideColor: 3 //will be colored red, as the SRS overseer
overseersColorOverride(3): 0.1 //idle SRS overseers can be found rarely
overseersColorOverride(5): 1 //the default idle overseer will be purple
overseersColorOverride(0.1, 0.2, 0.1): 0.4 //dark grey overseers can be found