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Add user readme
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TheDrawingCoder-Gamer committed Feb 1, 2021
1 parent a667b74 commit a80c5a1
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2 changes: 1 addition & 1 deletion Project.xml
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Expand Up @@ -52,7 +52,7 @@
<assets path="assets/sounds" include="*.ogg" unless="web" />

<assets path="CHANGELOG.md"/>

<assets path="USER-README.md"/>

<assets path="assets/fonts/vcr.ttf" embed="true" />

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96 changes: 96 additions & 0 deletions USER-README.txt
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@@ -0,0 +1,96 @@
How to use:
Custom Songs:
Make a new folder in assets/data
Name it what you want the song name to be but lowercase and replace spaces
with "-"
(like Life Will Change > life-will-change)
Add json files to folder
Rename each file to the folder name + the difficulty ending, if applicable
Make a temp folder in assets/music
Add the music to the folder
Rename them to the name of the song with hyphens ("-") with the suffix
(like Life Will Change > Life-Will-Change)
Drag them out to assets/music
Go to freeplaySonglist.txt
Add the song name to it, with the same name as the music files
(like Life Will Change > Life-Will-Change)
Launch FNF
For each difficulty:
Open the song
Hit the '7' key
Go to the song tab
Click on the text box
Replace what is in there with the name of the music files
(like Life Will Change > Life-Will-Change)
Hit 'Save'
Save the file and remember to add the difficulty suffix
After finishing this add the saved file to the folder and overwrite.
Custom Characters:
Go to assets/images/custom_chars
Drag in the mod png and xml (if no xml grab the base game one)
Rename them to the name of the character (should be lowercase)
If there are custom icons:
Add the iconGrid.png
Rename to (character name)_icons.png
Open custom_chars.json
Add a new property:
"(character name)": {
"like": "(character this is based on)",
"icons": [(alive icon number),(dead icon number)],
"uniqueicons": (true if custom icons false if not)
}
Remember your commas!
To apply these characters:
Open a song
Hit the '7' key
go to the song tab
Click on one of the top two dropdowns
Select your custom character
Hit save and save the json. Remember difficulty prefixes!
Custom GF:
Follow above instructions but instead of choosing one of the top two
dropdowns choose the one on the bottom left.
Choose custom gf
Hit save and save the json. Remember difficulty prefixes!
Custom Stages:
Goto assets/images/custom_stages
Drag in any custom stage assets
If there are missing assets:
You can just copy the templates unless it is stage
Rename all these assets like the templates,
replacing template with your stage name
Add a new property to custom_stages.json:
"(stage name)": "(stage it is like)"
Don't forget your commas!
To apply these stages:
Open a song
Hit the '7' key
go to the song tab
Click on the drop down on the bottom right.
Select your custom stage.
Hit save and save the json. Remember difficulty prefixes!
Custom Weeks:
If your mod has a custom week icon:
Add the xml and png to the assets/images/campaign-ui-week folder
(if no xml then grab one from one of the other weeks)
rename them to what the week position is (week6, week7, week8)
Else:
Copy one of the weeks png + xml and rename them to the week position
(week6,week7,week8)
Open assets/data/storySonglist.json
Add a new week:
["(animation name of the week, look at default weeks)", "(trackname)", "(trackname)", ...]
Add a new character Array e.g.:
["parents-christmas", "bf", "gf"]
Launch the game, open story menu and see your week!
Custom UI Characters
Add the mod png and xml to assets/images/campaign-ui-char
(if no xml just copy another one)
Rename files to "black-line-(character name)"
Open custom characters json
Add new property:
"(character name)": "(character it goes over)"
Don't forget your commas!
To use these just replace the character in the character array with the
name of your character

4 changes: 0 additions & 4 deletions source/PlayState.hx
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Expand Up @@ -1447,15 +1447,11 @@ class PlayState extends MusicBeatState

FlxG.switchState(new StoryMenuState());

// if ()
StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;

if (SONG.validScore)
{
Highscore.saveWeekScore(storyWeek, campaignScore, storyDifficulty);
}

FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
FlxG.save.flush();
}
else
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13 changes: 0 additions & 13 deletions source/TitleState.hx
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Expand Up @@ -63,19 +63,6 @@ class TitleState extends MusicBeatState

Highscore.load();

if (FlxG.save.data.weekUnlocked != null)
{
// FIX LATER!!!
// WEEK UNLOCK PROGRESSION!!
// StoryMenuState.weekUnlocked = FlxG.save.data.weekUnlocked;

if (StoryMenuState.weekUnlocked.length < 4)
StoryMenuState.weekUnlocked.insert(0, true);

// QUICK PATCH OOPS!
if (!StoryMenuState.weekUnlocked[0])
StoryMenuState.weekUnlocked[0] = true;
}

#if FREEPLAY
FlxG.switchState(new FreeplayState());
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