![how to add mods to nuclear throne together how to add mods to nuclear throne together](https://yal.cc/wp-content/uploads/2018/10/load_mod.png)
Official GameMaker documentation If something isn't in NTT-specific docs, it might be a regular GM function.Has a complete list of supported functions along with small notes. %LOCALAPPDATA%/nuclearthrone/api/api.gml Can be found after doing /gmlapi in chat.Has a few topics that NTT-Scripting doesn't have along with data tables for APIs. BitBucket wiki Was used exclusively prior to introduction of NTT-Scripting.NTT-Sprites A complete list of "built-in" sprites available in NTT, along with thumbnails.NTT-Objects Has descriptions of all NT objects and variables that they have.NTT-Scripting Explains NTT-specific syntax and describes most of the NTT-specific functions.The following are the things that you may want to take a look at when trying to make things work,
#HOW TO ADD MODS TO NUCLEAR THRONE TOGETHER MOD#
If you make changes to the mod directory and need the file list reloaded, you can press Ctrl+R. This way it'll show you syntax highlighting and auto-completion for NTT-specific functions gml files for editing by double-clicking them on the left pane Once installed (it's free), you can open a NTT mod directory by dragging your main.txt file onto GMEdit (if there's none, make a blank one) - this opens a mod directory as a "project" and you can consequently open your.
![how to add mods to nuclear throne together how to add mods to nuclear throne together](http://nuclearthrone.com/press/fish1_sm.png)
If situation permits, you can use GMEdit for Nuclear Throne Together modding - originally developed for use with GMS1/GMS2 projects, the tool had been since updated to support NTT-specific features. There are also functions that bind a script to run in a specific event at a specific depth (see script_bind_).įor simple mods, you won't usually have to touch either, as most mod types have scripts that the game calls on related occasions.
#HOW TO ADD MODS TO NUCLEAR THRONE TOGETHER CODE#
Resources are loaded through code ( sprite_add, sound_add, etc.).Mods share access to game's objects, instances, and assets.If you need mod interoperation, see the mod_ functions. Each mod has it's own scripts, global variables, and data structures.The game then calls specific scripts at specific times, depending on mod type. Each mod is essentially a collection of scripts inside a.NTT's modding API similarly uses GML ( with a few changes).If you've already used GameMaker before, NTT modding won't feel too different, This post houses a small collection of links and FAQs on the subject. People made a number of these ( older mods itch.io category). A half-reference to a drawing which is a reference to this one commentĪs you may or may not know, one of the key features of my "Nuclear Throne Together" mod is it's ability to load other mods.