How to make submod folder?

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Suppanut
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How to make submod folder?

Post by Suppanut »

As Caster of Magic for Windows get constant update to be more and more moddable format. I want to create separate folder to make my own submod change separate and not interfere with vanilla Caster of Magic for Windows so it overwrite with constant update of the game which I would merge the change manually. But so far my attempt end in failure. If I run caster.exe inside my separate submod folder would not run game but would redirect to launcher which does not have option to select my own submod. When I edit multi.config along with add new image UI to add my own option in, once I try to select my own option to launch it it show exception error.

How could I make subfolder for my own personal change?

Edited: Reason found, Launcher could not bear more than 4 option.
SussyBaka
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Re: How to make submod folder?

Post by SussyBaka »

create your own submod in the submods folder, following that same structure. You can use notepad++ or VS code (or most other IDE) to code the submod itself. You'll be editing the .rpy files. When the game runs, these files automatically compile into .rpyc (compiled Ren'Py files). If you use notepad++, you'll want to configure it for Ren'Py files. DuckDuckGo is your friend.

The MAS github repository has documentation and examples in a lot of the files on how to use MAS' functions, etc. You can use the wiki to learn how to create sprites and use the sprite previewer.

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