Setup

Firstly you will need two important files. ModPrefabs and ModRoomPrefabs.

Lets start by creating ModPrefabs, this will be the first thing inited in your module.

once it is created paste in:

		public static AssetBundle shared_auto_002;
		public static AssetBundle shared_auto_001;
		public static AssetBundle ModAssets;
		public static AssetBundle braveResources;

		private static Dungeon TutorialDungeonPrefab;
		private static Dungeon SewerDungeonPrefab;
		private static Dungeon MinesDungeonPrefab;
		private static Dungeon ratDungeon;
		private static Dungeon CathedralDungeonPrefab;
		private static Dungeon BulletHellDungeonPrefab;
		private static Dungeon ForgeDungeonPrefab;
		private static Dungeon CatacombsDungeonPrefab;
		private static Dungeon NakatomiDungeonPrefab;

		public static PrototypeDungeonRoom reward_room;
		public static PrototypeDungeonRoom gungeon_rewardroom_1;
		public static PrototypeDungeonRoom shop02;
		public static PrototypeDungeonRoom doublebeholsterroom01;

		public static GenericRoomTable shop_room_table;
		public static GenericRoomTable boss_foyertable;
		public static GenericRoomTable FloorNameRoomTable;
		public static GenericRoomTable SecretRoomTable;

		public static GenericRoomTable CastleRoomTable;
		public static GenericRoomTable Gungeon_RoomTable;
		public static GenericRoomTable SewersRoomTable;
		public static GenericRoomTable AbbeyRoomTable;
		public static GenericRoomTable MinesRoomTable;
		public static GenericRoomTable CatacombsRoomTable;
		public static GenericRoomTable ForgeRoomTable;
		public static GenericRoomTable BulletHellRoomTable;

Now we need to make our init method that defines all of these. If you dont have AssetBundleLoader.LoadAssetBundleFromLiterallyAnywhere then check out Making Asset bundles

Add this file as well:

This defines asset bundles, some important rooms, and dungeons so that we can access them anywhere by using "ModPrefabs.Variable". We will come back to this script a few times whenever we add objects to our assatbundle.

Now, onto making ModRoomPrefabs

drop this into your toolbox:

(make sure you have this GungeonAPI)

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and add this file:

change namespace appropriately.

Put this in your toolbox:

Now we create ModRoomPrefabs paste in:

this is basically a list of all of our mods rooms, with some special ones being seperate.

now we make an init method:

most of the commented-out things will be uncommented when we get to making rooms.

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