Dom Compiler
Run as a command line process. It will package all .dme files into a single .dm file, and copy all referenced artwork to the compiled mod.
This enables you to split your mod into several files, gaining a better overview of its' contents. You can also integrate it with Visual Studio Code or other text processors to enable you to quickly iterate and deploy without working on it inside the Dominions mod directory.
When compiling, it will automatically detect all art references made in the mod and copy them to the output directory.
Changes
Define and by characters
For commands specifying <path> or <path mask> a shorthand is now supported:
#magicskill F2G2 will give a mage 2 fire and 2 glamour magic.
#magicskill DDDD you can use numbers or repeat letters to define the magic. This gives a mage death 4.
#custommagic FW 100 will give the mage 100% chance to get either fire or water magic.
Shorthand letters for paths are as follows:
- F = Fire
- A = Air
- W = Water
- E = Earth
- N = Nature
- D = Death
- S = Astral
- G = Glamour
- B = Blood
- H = Holy (Priest levels)
Lowercase is also supported, left to your preference.
Better control for ordering of commands
Commands in a single file are now grouped and output in the order they're written in the file. You can now perform ordering-sensitive modding.
Getting started
This tool is executed from the command line, and is as such distributed bare-bones. Structuring the project and your developing environment is up to you. I've used Visual Studio Code for myself, which you can use as a base for your own mods. You can find this project here.
Quick start (Windows)
Download the sample 'SampleMod-VSCode', unzip and open in VSCode.
Contributing
For bugs, feature improvements, or other spicy opinions feel free to raise an issue here.