Bloon tower maker1/18/2024 Second, you can create ModTowerDisplay classes that are copies of existing BTD 3D models and change their colors and properties. This is good if you don't want to dip your toes into the world of 3D Display Models even a little bit. If you want to give your Tower a custom look, you have two different options, with a third in the works by us.įirst, you can use the 2D Display Model system to just have your Tower rendered as an unanimated png. It's just gonna look exactly like the BaseTower we copied from :/ Just using the above steps, you can create a fully functioning Custom Tower. Here's a completed example of a ModTower class from the Card Monkey mod pngs, you can override the PortraitReference and IconReference properties, and it won't try to use pngs. OR, if you'd rather use existing SpriteReferences already in the game instead of adding new. If you want to change this, then you can override the Portrait / Icon properties. png files named TowerClass-Portrait and TowerClass-Icon where TowerClass is the name of your class that extends ModTower. The Icon and Portrait for your Tower are defaulted to being. Basically all of the simple things like name, id, tiers, appliedUpgrades, display have already been taken care of at this point, so the main thing you need to do here is change the Tower's behaviors.Īll this method actually needs to do is set up the 0-0-0 version of your Tower, because the ModUpgrade system will be doing the rest. The towerModel variable represents a TowerModel object that has already been prepared by the Mod Helper for you to edit. Here you will handle actually making your Tower different from the one you defined in BaseTower. ModifyBaseTowerModel(TowerModel towerModel) is the only required method for you to override, and it's the most important. MiddlePathUpgrades: The number of Upgrades your Tower has / will have in its Middle path.īottomPathUpgrades: The number of Upgrades your Tower has / will have in its Bottom path.ĭescription: The text description to use for this Tower, as seen in the Upgrade menu and stuff. TopPathUpgrades: The number of Upgrades your Tower has / will have in its Top path. So, if your Tower is most similar to a Dart Monkey, for instance, you should do public override string BaseTower => TowerType.DartMonkey Ĭost: The base cost that your Tower should be on Medium difficulty. For now, just use one of the default constants provided of PRIMARY, MILITARY, MAGIC, or SUPPORT.īaseTower: The id of the default BTD Tower that your Tower is going to be copied from by default. TowerSet: The family of Monkeys that your Tower should be put in. The explanations for those are as follows: Required Properties As soon as you add in : ModTower to your class, your IDE should prompt you to override a number of required Properties and one required Method. The first and most important part of making a custom Tower is to create a new class in your project that extends from ModTower. Greenphx's Mini Custom Towers V2 ModTower If you're not someone who likes following step by step written guides, you can look at these for some complete examples: If you want a better understanding of what exactly these steps actually do, then having at least a partial understanding of the ModContent system would be helpful. Without both of those things being true, this likely won't be a very useful resource for you. This guide assumes that you already have at least a basic knowledge of C#, and have set up a modding environment as explained on this wiki.
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