Getting Into ToME Coding

A place to post your add ons and ideas for them

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Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Getting Into ToME Coding

#1 Post by Red »

So I've got a million and one addon ideas knocking around in my brain, but I'm sure half the other forum goers do as well.

However, I always stumble upon a roadblock when I really get going with an idea-I've got absolutely no clue how to code it.

Therefore, this topic has been made. (If it's in the wrong subforum, I apologize.) Does anyone have any kind of guide to starting modding ToME? Any good links or anything like that?

Any and all help is enormously appreciated. Thank you in advance to everyone who lends a hand.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Getting Into ToME Coding

#2 Post by HousePet »

The general advice is to grab an addon and pull it apart to see how it works.
My feedback meter decays into coding. Give me feedback and I make mods.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Getting Into ToME Coding

#3 Post by Razakai »

Figure out what sort of addon you want to make, download the closest equivalent and pick it apart. For example, my Eternal Darkness mod was a Necromancer rework - so I downloaded Housepet's Necromancy+ to figure out how to do basic stuff like add Necromancer trees. Then when I had an idea for a talent I'd look for other addons that did similar stuff and look at them. Eventually you'll be familiar enough with the code that you can just write everything yourself.
Also, having the codebase for ToME open in another tab helps alot, so you can see how stuff in the existing game is coded.
The wiki also has a summary of how addons work, but I only really used it for basic reference.

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