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Tutorials

bryanthaboi edited this page Jul 19, 2026 · 1 revision

The tutorial ladder

Twelve rungs, dependency-ordered: each one builds a runnable mod, ends with a checkpoint you can verify in-game, and leans on the rungs before it. Start at 01 even if you only want the later material — the early rungs establish the manifest, validate, and enable/disable loop everything else assumes. Task-sized lookups live in the cookbook.

Rung Page You build New ground
01 Sprite and text tweak a recolor + one dialogue line asset transforms, text:override
02 Balance patch move/stat/party rebalance behind a toggle patch, merge rules, mod.options
03 New species a catchable dex entry pokemon:register, icons, cries
04 New item and ball a mart item + a custom ball items, balls, mart shelves
05 New move a move with a custom effect moves, move_effects, the ctx facade
06 NPC and dialogue a branching conversation map objects, map_scripts talk entries
07 New map a connected route with encounters maps, connections, encounters
08 Quest a multi-map fetch quest script rows, flags, mod.save, migrations
09 Custom music file songs + an authored chiptune music, map_songs, ChipAsm, music.select
10 New mechanic a status, a type, a difficulty hook statuses, type_chart, battle.damage
11 Custom UI screen a quest log screen screens, ui.* hooks, mod.ui
12 Mini total conversion the previous rungs as one shippable mod field.boot, profiles, packaging

Every rung ends the same way: disable the mod and confirm the game is vanilla again. That is the parity invariant, and it is the platform's core promise (Lifecycle).

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