EtG Modding Guide
  • ETG Modding Guide
  • Getting started
    • Modding EtG: Installing Mods
    • Modding EtG: Creating a Mod
    • Uploading a Mod
    • Useful Tools
      • Using IlSpy
  • Making An Item
    • Creating A Passive
    • Creating An Active
    • Creating An Ammolet
    • Creating A Guon
    • Synergies
  • Making a Gun
    • Creating A Gun
      • Setting Up Gun Sprite Folders
      • Creating Gun Jsons/Jtk2ds
        • Pixel Measurement Conversions
    • Setting Up Projectiles
      • Adding Components To A Projectile
      • Projectile HitEffects (Visual Effects)
      • Adding status effects to a projectile
    • Continuous Fire Animations
    • Gun Ammo Types
  • Custom Characters
    • Creating A Standalone Custom Character
  • Making a Floor
    • Introduction
    • Setup
    • Making The Dungeon
    • Tileset
    • Rooms
    • Making the flow
    • Making the Entrance
    • All Files
  • Text, Text Boxes, Etc
    • Textboxes
    • Text Formatting
  • Sounds
    • Using Custom Sounds
    • Customising Gun Sounds
    • Basegame Sound List
    • wwise Sound Dump
  • Misc
    • Making Asset bundles
    • Assetbundles: How-To
    • How to create a hook
    • Creating A Command
    • Subscribing Methods to Actions
    • Reversing Player Controls
    • Undodgeable Projectiles
    • Creating An Enemy
  • Shaders
    • Creating Shaders
  • All things Spriting
    • Important Sprite Creation Information.
    • Importing a Sprite To Visual Studios
  • Monobehaviour Documentation
    • BounceProjModifier
    • PierceProjModifier
    • KeyProjModifier
    • CompanionFollowPlayerBehaviour
  • Various Lists of IDs, Sounds, Etc.
    • List of Item and Gun IDs
    • Enemy Guids
    • List of Base Game Synergies
    • dfSpriteList
    • All Custom Ammo Types
    • Gun .Json Dump
  • OFF TOPIC MEMES
    • Modders Anthem
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  1. Making a Floor

Rooms

PreviousTilesetNextMaking the flow

Last updated 3 years ago

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We now need to make our floors rooms, make sure to download RAT with custom enemy support, available here:

each floor should have over a hundred rooms, around 150 is best. Once we have done that we need to add our rooms into our mod. Create a new file in your resources folder for rooms.

For this example, I will just be using expands rooms, so of course, don't copy this code exactly. Once all the rooms are in ModRooms we will need to go back to ModRoomPrefabs.

we now need to put the name of all of our rooms in here. do not include the path, just the room.

Now we need to scroll down to here:

we are going to uncomment these lines to give us the entrance and exit of our floor.

Mod_Entrance_Room = RoomFactory.BuildFromResource("Mod/Resources/ModRooms/floorEntrance.room"); // these to need to be set up just like how you would get an item sprite
Mod_Exit_Room = RoomFactory.BuildFromResource("Mod/Resources/ModRooms/floorExit.room");
Mod_Entrance_Room.category = PrototypeDungeonRoom.RoomCategory.ENTRANCE;

make sure to add line 3

now come down here:

and appropriately change the path for your mod

.

change this one too.

uncomment this

change the vector2 accordingly.

https://modworkshop.net/mod/30432