Difference between revisions of "Modding:Tutorial"
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Welcome to the DoomRL modules tutorial. The objective of this guide is to explain how to develop your own modules for DoomRL as easily and as accurately as possible: therefore, its scope is fairly limited and will only cover basic techniques in customizing objects, maps, and game events. However, it is written at the level of one who has little to no background knowledge of programming languages, and so is ideal for a player who doesn't understand the fundamentals of scripting. Anyone who has the ambition to create a unique and enjoyable game out of the DoomRL engine should use this as a tool to get started.
Modifying DoomRL content is done through lua, a scripting language designed to communicate with a variety of other computer languages. (You can find out more about lua by following this link.) As such, a great deal of what can be done for the purpose of DoomRL modding is handled by the API, or application programming interface, which allows a modder to issue commands that are sent to the DoomRL engine (written in Pascal). The formatting and syntax is relatively simple and flexible, so there are a number of ways to write code in lua that will produce the same outcome. We will use a particular format, although alternatives will be explained as they come up.
Whenever example code is used in this tutorial, it will be displayed using a special formatting, as shown below:
This is an example sentence. All spaces/symbols are shown completely like so. In addition, html formatting <b>cannot work</b> here. However, certain words (for in or and, etc) as well as formats are colored; --comments in the language are given using two dashes; 'and strings are expressed' between "single or double quotes".
Much of the tutorial is written in this format, as it is far easier to diplay lua without the default formatting of Wikimedia getting in the way.
Basic Syntax and Definitions
The following is a very quick explanation of general programming lua syntax. If you know even a little about programming, you do not likely need to read any of this.
Writing in a computer language is very brief and exact, and never involves any connotations or implications. In fact, with the exception of particular inputs and outputs, much of the language is entirely internal, purposed to communicate with the computer in order to perform calculations. The basis of these calculations rests on binary relations: true (1) and false (0). If you have a routine that should only be performed until certain conditions, for example, you will want to use binary relations to determine whether or not the routine is run.
The most basic relations are simple comparisons with numbers.
3 == 3 --true (note that equality relations are understood with ==) 12 == 1 --false 6 >= 2 --true 6 <= 2 --false
Rather than directly using numbers, you will likely want to assign them to a variable. In lua, declaring a variable can be done by preceding it with the word "local", and assigning the variable a value is done using the equal sign.
local yes = 1 local no = 0
With this code, whenever you would use the variable 'yes', it will be read as a true value, and whenever you would use the variable 'no', it will be read as a false value. (Note that the parameters are not always "local": this will be covered more in detail later.) Variables can be reassigned as much as you want unless they are read-only (this comes up in a few places).
A value's type, or class, is usually determined by the API: that is, the values you can assign when modifying DoomRL content usually have to be a particular class, or else they won't work. When a variable needs to be a word or some amount of characters, it is called a string and should be placed in single- or double-quotes. Boolean values can be written either as true/false or as 1/0 (respectively); integers must be a whole number; bytes must be written as an integer between 0 and 15. Internally, you will tend to deal with booleans, integers, and strings exclusively, unless you create your own class.
Trying to determine how your code will run is done through conditional statements. These include:
if condition1 --check to see if condition1 is true then result1 --if condition1 was true, do result1 elseif condition2 --if condition1 was false, check to see if condition2 is true then result2 --if condition2 was true, do result2 else result3 --if condition2 was false, do result3 end --conditional statements must always finish with this line
Tables
A very large part of customizing the objects in DoomRL (weapons, powerups, enemies, etc) has to do with creating, manipulating, and referencing lua tables. All objects in the game are associated with a particular table. The following is an example of a very simple table:
Dude = { name = 'Game Hunter' type = 'DRL player' }
Adding this to a lua script would create a table called "Dude" with two variables: name, which is set to the value 'Game Hunter'; and type, which is set to the value 'DRL player'. Often variables within tables are called properties, since they are a part of the table and hence a property (e.g., all matter has some amount of mass, therefore mass is a property of matter).
While you can create tables yourself, more often than not you will be creating tables based on a specific class. These classes are based on the game's core objects and include "Beings", "Items", and "Missiles". To create a table using a class, do not use an equal sign.
Beings{ id = "enemy" .... }
The result is that a new table called "enemy" will exist as a part of the Beings class.