Amazoom Blimp Jockey '69

Amazoom Blimp Jockey '69

Not enough ratings
Modding Guide: Adding New Crew Members
By LoftyLoftyLoftyLoftyLofty
This modding guide will walk you through the steps necessary to add your own crew members to Amazoom Blimp Jockey '69.
   
Award
Favorite
Favorited
Unfavorite
Step 1: Required Software
You will require two tools to add new crew members to the game:

A text editor.
We recommend Notepad++[notepad-plus-plus.org], but other text editors like Sublime[www.sublimetext.com] are also fine.

Image editing software to make your own sprites.
Our team uses GIMP[www.gimp.org] and Aseprite for different tasks. As long as your software can export to .png, it will work for modding Amazoom.
Step 2: Basic Folder Setup
On Windows, Amazoom Blimp Jockey '69 will load mods locally from your appdata folder.

This folder can be found here:
C:\Users\YourName\AppData\Roaming\ABJ69\mods
When creating a new folder for your mod, we recommend setting it up with the following format:
Your Mod
-- assets
-- workbench
This format gives you a place to save your test items and WIP content that is separate from the folder that gets uploaded to Steam.
Step 3: Make Character Art
The art for each crew member is intended to act like the photo on an ID card.
A subtle moving background and scanline overlay are automatically added to each character's portrait zones, so you don't need to add these effects to your character art's base assets (unless you want to).

Technical Specifications:
  • Crew member portraits in Amazoom are sized to 32 pixels wide by 48 pixels tall.
General Guidelines:
  • Character portraits usually face slightly toward the viewer's left (the character's right)
  • Character portraits usually have lighting and shading with the light source in the upper left
  • Character portraits usually show a neutral or happy facial expression

Example Workflow:
When making new character art, it helps to begin with a reference image.
Choose a reference image for a character that is similar to what you want yours to look like.
Lots of good character reference art can be found on websites like Pixiv.net.[www.pixiv.net]

In this example, I will be using a picture of my cat:




Crop your reference image to the correct proportions.
If you're using GIMP, you can set your aspect ratio to 'Fixed' while cropping.
After you crop your image, scale it down to 32x48. This will form the starting base for the character art.




Using a single-pixel brush, trace over the basic shapes of the character.
It may be helpful to put different basic shapes on their own layers- use a workflow that works for you.
The goal of this step is to create several small shapes that are easy to shade.




Once you have your basic shapes blocked out from your reference image, you can add any other items that might be necessary such as jackets, headwear, etc. In this example I will be adding some shapes to make it look like my cat has her paws on the frame.

After you've made any other shape adjustments that you need to make, the next step is to set up a rough draft of your character portrait using a simple color palette. In this example, I will be using the color palette from the 'Floofyboi' enemy to color the portrait.




Work through each basic area, add shading and details.
The scope of this guide doesn't cover pixel art techniques, so hopefully this timelapse is enough to demonstrate the basics.

Step 4: Set up your crew member's config files
Three config files are necessary to get your crew member in-game.
These examples are set up with the minimum necessary information for your character.
For additional customization options, check out the documentation thread on the crew format over here.

The first config file loads the image for your sprite:
LIBRARY_SPRITE_CREATE
LIBRARY_SPRITE_NAME|YourCrewMember
LIBRARY_SPRITE_SOURCE_IMAGE|yourCrewMember.png
LIBRARY_SPRITE_PUSH
This should be saved in your folder as
yourCrewMember.catstory

The second config file sets up animation data for your sprite:
ATTACH_TO_LIBRARY_SPRITE : YourCrewMember
LIBRARY_SPRITE_ANIMATION_CREATE
LIBRARY_SPRITE_ANIMATION_NAME|PORTRAIT
LIBRARY_SPRITE_ANIMATION_REPEAT|1
LIBRARY_SPRITE_ANIMATION_REPEAT_FRAME_INDEX|0
LIBRARY_SPRITE_ANIMATION_FRAME_CREATE
LIBRARY_SPRITE_ANIMATION_FRAME_SIZE_X|32
LIBRARY_SPRITE_ANIMATION_FRAME_SIZE_Y|48
LIBRARY_SPRITE_ANIMATION_FRAME_POS_X|0
LIBRARY_SPRITE_ANIMATION_FRAME_POS_Y|0
LIBRARY_SPRITE_ANIMATION_FRAME_LENGTH|250
LIBRARY_SPRITE_ANIMATION_FRAME_PUSH
LIBRARY_SPRITE_ANIMATION_PUSH
LIBRARY_SPRITE_UPDATE
This should be saved in your folder as
yourCrewMember.mod_catstory

The third config file sets up your crew member's name, description, department, stats, and abilities.
LOCALIZED_STRING|CrewName_YourCrewMember|EN|Your character's name
LOCALIZED_STRING|CrewDesc_YourCrewMember|EN|Character description goes here.
LOCALIZED_STRING|CrewDept_YourCrewMember|EN|Logistics

LIBRARY_CREW_CREATE
LIBRARY_CREW_UNLOCKED_BY_DEFAULT|1
LIBRARY_CREW_NAME|YourCrewMember
LIBRARY_CREW_SOURCE_SPRITE|YourCrewMember
LIBRARY_CREW_LOCALIZED_NAME_ID|CrewName_YourCrewMember
LIBRARY_CREW_LOCALIZED_DESC_ID|CrewDesc_YourCrewMember
LIBRARY_CREW_LOCALIZED_DEPT_ID|CrewDept_YourCrewMember
LIBRARY_CREW_DEPT_COLOR|85|255|85
LIBRARY_CREW_MASK_OFFSET|20
LIBRARY_CREW_STAT_HP|0
LIBRARY_CREW_STAT_ARMOR|-1
LIBRARY_CREW_STAT_SPEED|1
LIBRARY_CREW_STAT_FIRESPEED|0
LIBRARY_CREW_STAT_LOOTING|0
LIBRARY_CREW_PUSH
This should be saved in your folder as
yourCrewMember.crew

Once these three files are in the same folder as your art, your character should be ready to test in-game!
Optional: Additional Crew Member Customization Overview
If you've made it this far into the guide, your character should show up in your crew roster when you start the game.

Great work!

There's still a lot of features you can customize for your new crew member - here's a brief summary:
  • Adjusting the character eye offset
  • Tier 2 and Tier 3 stat upgrades (and the necessary items to unlock those tiers)
  • Crew abilities and information icons
  • Automatic gunbuddies
  • Gunner slots
  • Holiday skins and other sprite swaps
  • Crew chat for events like opening doors, defeating bosses, or taking damage
  • Character lore and encyclopedia entries
  • Character info tags
This guide will cover each of these topics briefly.
Optional: Adjust Character Eye Offset
The character eye offset adjusts the character's portrait slice that's visible during a mission:




This offset is measured in pixels from the top of the image, using the mask located in:

assets/vanilla/AmazoomBlimpJockey69/ui/crewmissionslice/crewmissionmask.png




Adding this mask to your project and moving it up and down will make it very easy to decide where you want your character's eye offset to be. This value goes on this line:

LIBRARY_CREW_MASK_OFFSET|21

In this example, we want an offset of 21 pixels.
Optional: Tiered Stats
Crew members can be upgraded up to two times.

Usually, their tier 2 stats have more benefits than their tier 1 stats, and their tier 3 stats have more benefits than their tier 2 stats. Some characters unlock abilities or other upgrades as their tier increases.

Currently, to upgrade a character, the appropriate upgrade item must be purchased from one of the shops. Purchasing an upgrade applies the new stats immediately.

A full guide on shops and shop items will be available in the future. In the meantime, here is a template you can modify to get a basic upgrade item into the shop:
LOCALIZED_STRING|YourUpgradeItem_Name|EN|Upgrade Item Name
LOCALIZED_STRING|YourUpgradeItem_Desc|EN|Upgrade item description
LOCALIZED_STRING|YourUpgradeItem_Thanks|EN|Thanks!
LOCALIZED_STRING|YourUpgradeItem_TooPoor|EN|You need more credits for this.

LIBRARY_SHOPITEM_CREATE
LIBRARY_SHOPITEM_NAME|yourUpgradeItem
LIBRARY_SHOPITEM_PRICE|12345
LIBRARY_SHOPITEM_REPEATABLE|0
LIBRARY_SHOPITEM_PREREQ|HasCrewAvailable YourCrewMember 1
LIBRARY_SHOPITEM_RESULT|UpgradeCrew YourCrewMember
LIBRARY_SHOPITEM_SPRITENAME|CrewLevelUp
LIBRARY_SHOPITEM_PANELSPRITENAME|ShopItemClickable
LIBRARY_SHOPITEM_LOCALIZED_NAME|YourUpgradeItem_Name
LIBRARY_SHOPITEM_LOCALIZED_DESC|YourUpgradeItem_Desc
LIBRARY_SHOPITEM_LOCALIZED_SPECIAL_THANKS_TEXT|YourUpgradeItem_Thanks
LIBRARY_SHOPITEM_LOCALIZED_SPECIAL_TOO_POOR_TEXT|YourUpgradeItem_TooPoor
LIBRARY_SHOPITEM_PUSH
This file should have a name like this:
yourUpgradeItem.shopitem

Next you'll need to add your new item to a shop:
ATTACH_TO_LIBRARY_SHOP : TestShop
LIBRARY_SHOP_ITEM_LINK|yourUpgradeItem
LIBRARY_SHOP_UPDATE
This file should have a name like this:
yourUpgradeItem.mod_shop

To configure the stats for your crew member after these upgrade items are purchased, you can use the following additional lines inside your .crew file:
LIBRARY_CREW_STAT_HP_T2|0
LIBRARY_CREW_STAT_ARMOR_T2|0
LIBRARY_CREW_STAT_SPEED_T2|0
LIBRARY_CREW_STAT_FIRESPEED_T2|0
LIBRARY_CREW_STAT_LOOTING_T2|0

LIBRARY_CREW_STAT_HP_T3|0
LIBRARY_CREW_STAT_ARMOR_T3|0
LIBRARY_CREW_STAT_SPEED_T3|0
LIBRARY_CREW_STAT_FIRESPEED_T3|0
LIBRARY_CREW_STAT_LOOTING_T3|0
Optional: Crew Unlock Cheat Codes
Adding this line to your .crew file will allow players to unlock your crew member via the Cheats Menu:
LIBRARY_CREW_CHEATCODE|YOURCHEATCODEGOESHERE
Optional: Crew Member Ability Icons
Crew members that are assigned to the current active crew for a mission will display icons on the UI to indicate the various special abilities that they may have.

These icons are added to the .crew file and are sorted by tier.

Ability icons are not directly linked to abilities.
These icons are intended to give the player an at-a-glance gist of what the character does, but different types of abilities are context-specific or dependent on character tier or other factors. Use these icons to convey the important or unique aspects of your crew member to the player.



In this example image, Sixy shows the following three icons:
  • Gunbuddy icon to indicate the custom gunbuddy she spawns
  • Vampire icon to indicate vampire behavior
  • Gunner icon to indicate gunner behavior
To add an ability icon to a character at each tier, add these lines to your .crew file:
LIBRARY_CREW_ABILITY_ICON_T1|CrewAbility_Gunner1

LIBRARY_CREW_ABILITY_ICON_T2|CrewAbility_Gunner2

LIBRARY_CREW_ABILITY_ICON_T3|CrewAbility_Gunner3
To use different icons, use the name of the sprite you want from the abilityicons folder.
Optional: Crew Member Abilities
Crew member abilities change various aspects of gameplay as long as the crew member is in your assigned crew.

Adding any of these lines to your crew member's .crew file will activate different effects:
LIBRARY_CREW_GUNBUDDY_OVERRIDE|BunBuddy
This will change the sprite of gunbuddies that you pick up during a mission, unless the gunbuddy was already going to be something other than the default. Crew members like Too Many Rabbits use this ability to turn all of your gunbuddies into bunnies. Gunbuddies modified in this way will inherit the weapon type defined below.

LIBRARY_CREW_COMPANION_DRONE|BunBuddy
This spawns a free gunbuddy simply for having this character in your crew. It will inherit the weapon type defined below. This line can be included multiple times for more gunbuddies.

LIBRARY_CREW_GUNBUDDY_WEAPON_TYPE|Schizo
This sets the weapon type for special gunbuddies spawned by this crew member. The (case-sensitive) weapon types currently available are:
  • Default (plasma cannon)
  • MachineGun
  • Laser
  • Flak
  • Rocket
  • PartyRocket
  • Vampire
  • Schizo
  • Bubble
  • CrabBubble
  • Flamethrower

LIBRARY_CREW_GUNNER_TYPE|Default
This sets the weapon type for any gunner slots filled by this crew member. Gunners are attached to the player's ship, making them more valuable than gunbuddies, which can be destroyed individually.

LIBRARY_CREW_GUNNER_SLOTS_T1|1
LIBRARY_CREW_GUNNER_SLOTS_T2|2
LIBRARY_CREW_GUNNER_SLOTS_T3|3
This sets the number of automatic gunner slots this crew member fills at each upgrade tier.

LIBRARY_CREW_ENABLE_AUTOSHIELD_T1|1
LIBRARY_CREW_ENABLE_AUTOSHIELD_T2|1
LIBRARY_CREW_ENABLE_AUTOSHIELD_T3|1
This sets automatic shielding on or off for this crew member at each upgrade tier.

LIBRARY_CREW_HIRE_COST|5000
This sets a contractor or mercenary hire cost in credits.

LIBRARY_CREW_UNLOCKED_BY_DEFAULT|1
This sets whether or not a crew member is unlocked when starting a new game.

LIBRARY_CREW_INTENDED_TO_BE_PLAYABLE|0
This sets a crew member to not show in the crew roster unless they are explicitly unlocked using cheat codes. Mostly used for story missions.

LIBRARY_CREW_PREVENT_WALL_DAMAGE|1
Crew members with this property enabled will cause the ship to not take damage from walls.

LIBRARY_CREW_GEM_EXPLODER|1
Crew members with this property enabled will cause gems lost from taking damage to burst from the player, allowing the lost funds to be collected again.

LIBRARY_CREW_IS_VAMPIRE|1
Crew members with the vampire flag enabled count as a single vampire no matter how many gunner slots they use. This makes them a more efficient scaling option than vampire gunbuddies. Vampire crew members increase the costs of boosting or shielding.

LIBRARY_CREW_MARKETING_OVERRIDE|1
Crew members with this property enabled will cause Marketing Data to drop more frequently in missions.

LIBRARY_CREW_CLOAK_OVERRIDE|1
Crew members with this property enabled will cause a ship's boost to be replaced with cloaking.

LIBRARY_CREW_GEM_MAGNET|1
Crew members with this property enabled will automatically magnetize nearby gems to the ship.

LIBRARY_CREW_LUCK_T1|1
LIBRARY_CREW_LUCK_T2|3
LIBRARY_CREW_LUCK_T3|5
This sets the luck value for this crew member at each upgrade tier. Lucky crew members will occasionally cause incoming damage to be avoided. Each point of luck increases the chance of damage avoidance by 1% and decreases the cooldown until the ability can activate again by 1 second. A crew member's luck value caps at 7.

Technically, you can also use negative values to make a crew member unlucky. If you decide to do this, the cap per crew member is -7.

LIBRARY_CREW_INCUBATOR_T1|1
LIBRARY_CREW_INCUBATOR_T2|1
LIBRARY_CREW_INCUBATOR_T3|1
This sets the egg incubation bonus per enemy defeated granted by a crew member. Normally, one XP is earned per enemy defeated, and this XP counts toward hatching any eggs that your ship may have onboard, but negative incubator values can also be used to prevent eggs from hatching.

For now, these values are capped at 7, but the short incubation periods for most eggs makes setting this value higher than 1 not very relevant in vanilla. Maybe modders will have uses for it.

LIBRARY_CREW_INCREASE_GUNBUDDY_DROP_RATE|1
Typically associated with the Swarm ability icon. Each time a player defeats an enemy, the chance of a gunbuddy powerup drop increases- this helps create situations where backup firepower is available to replace gunbuddies that may be lost during combat.

Enabling this flag for crew members increases the rate by which this chance increases per enemy defeated.

LIBRARY_CREW_XP_FUEL_CONVERSION_RATE_T1|1
LIBRARY_CREW_XP_FUEL_CONVERSION_RATE_T2|1
LIBRARY_CREW_XP_FUEL_CONVERSION_RATE_T3|1
The amount of fuel that the player gets back from defeating enemies. This is similar to vampiric crew members but only gives fuel for defeating enemies, as opposed to damaging them, so it's less gained overall per enemy but doesn't have the downsides of increased fuel use.

One fuel tank has 96 frames' worth of fuel (before accounting for vampires).
Vanilla characters only have positive values for this ability, but the value range is -96 to +96.
Optional: Holiday Skins and Other Sprite Replacements
Some characters have alternate skins that are activated when the player purchases upgrade items, or skins that are activated during holidays. Skins can also be linked to having specific characters in your assigned crew.

Sprite overrides are generally assigned in a sprite's .catstory file:
LIBRARY_SPRITE_ADD_OVERRIDE|name|condition|evaluator|value|result
  • name: this is an identifier for the override, in case modders want to edit it or remove it later
  • condition: the trigger for a sprite swap to occur
  • evaluator: the type of comparison being made to determine if it's time to swap
  • value: the value to compare against
  • result: the sprite to replace with
There are currently 7 different conditions:
  • Holiday
  • Signal==
  • Signal!=
  • Unlocked
  • CrewAssigned
  • CrewAssignedActive
  • RandomChance-X-in-Y
Each of these conditions can be used to trigger a sprite swap.
Here are examples of all six:
LIBRARY_SPRITE_ADD_OVERRIDE|exampleA|Holiday|==|Yuletide|yourReplacementSprite
LIBRARY_SPRITE_ADD_OVERRIDE|exampleB|Signal==|someSignal|1|yourReplacementSprite
LIBRARY_SPRITE_ADD_OVERRIDE|exampleC|Signal!=|someSignal|0|yourReplacementSprite
LIBRARY_SPRITE_ADD_OVERRIDE|exampleD|Unlocked|someUnlockable|1|yourReplacementSprite
LIBRARY_SPRITE_ADD_OVERRIDE|exampleE|CrewAssigned|Lofty|*|yourReplacementSprite
LIBRARY_SPRITE_ADD_OVERRIDE|exampleF|CrewAssignedActive|Lofty|*|yourReplacementSprite
LIBRARY_SPRITE_ADD_OVERRIDE|exampleG|RandomChance-X-in-Y|1|3|yourReplacementSprite
In this example, the sprite would change to yourReplacementSprite if any of the following conditions occurred:
  • A: Christmas season according to system clock (Dec 14 to Jan 1)
  • B: Signal "someSignal" was set to 1
  • C: Signal "someSignal" was not set to 0
  • D: Unlockable "someUnlockable" was unlocked
  • E: Lofty was assigned to any crew slot
  • F: Lofty was assigned to any crew slot AND this sprite is also in an active crew slot
  • G: Random 1 in 3 chance
Optional: Toggling Skins
Some characters have skins that the player can enable or disable through the Shop Menu or other various interfaces.

Setting up this kind of swappable skin requires four things:
  • The signal value for the skin needs to be flagged as persistent data
  • The skin needs a shop item to initialize the signal value
  • The skin needs a shop item to disable the skin
  • The skin needs a shop item to re-enable the skin

Signals are name/value data pairs saved to the game's savedata and accessed during runtime.
To set a signal as persistent data, use this command (in any game asset file):
SAVE_THIS_SIGNAL|exampleCrewMemberSkinSignal

In the .catstory file for your sprite that you want a toggle-able skin for, make sure that the override is using the Signal== condition and that the signal it's checking matches the signal you marked as persistent.

These item templates can be used to hook up a skin unlock and on/off toggle:
LOCALIZED_STRING|Unlock_ExampleCrewMember_Skin_Name|EN|Example Crew Skin
LOCALIZED_STRING|Unlock_ExampleCrewMember_Skin_Desc|EN|Unlocks an alternate skin for the example crew member.
LOCALIZED_STRING|Unlock_ExampleCrewMember_Skin_Thanks|EN|Thanks.
LOCALIZED_STRING|Unlock_ExampleCrewMember_Skin_TooPoor|EN|You're gonna' need more credits, Pilot.

LIBRARY_SHOPITEM_CREATE

LIBRARY_SHOPITEM_NAME|ShopItem_Unlock_ExampleCrewMember_Skin
LIBRARY_SHOPITEM_PRICE|1000
LIBRARY_SHOPITEM_REPEATABLE|1
LIBRARY_SHOPITEM_PREREQ|HasCrewAvailable YourCrewMember *
LIBRARY_SHOPITEM_PREREQ|GetSignal exampleCrewMemberSkinSignal NIL
LIBRARY_SHOPITEM_RESULT|SetSignal exampleCrewMemberSkinSignal 1
LIBRARY_SHOPITEM_RESULT|RefreshAndHide
LIBRARY_SHOPITEM_SPRITENAME|CrewLevelUp
LIBRARY_SHOPITEM_PANELSPRITENAME|ShopItemClickable
LIBRARY_SHOPITEM_LOCALIZED_NAME|Unlock_ExampleCrewMember_Skin_Name
LIBRARY_SHOPITEM_LOCALIZED_DESC|Unlock_ExampleCrewMember_Skin_Desc
LIBRARY_SHOPITEM_LOCALIZED_SPECIAL_THANKS_TEXT|Unlock_ExampleCrewMember_Skin_Thanks
LIBRARY_SHOPITEM_LOCALIZED_SPECIAL_TOO_POOR_TEXT|Unlock_ExampleCrewMember_Skin_TooPoor

LIBRARY_SHOPITEM_PUSH
LOCALIZED_STRING|exampleCrewMember_DisableSkin_Name|EN|Disable Example Skin
LOCALIZED_STRING|exampleCrewMember_DisableSkin_Desc|EN|Disables the skin override for the example crew member.
LOCALIZED_STRING|exampleCrewMember_DisableSkin_Thanks|EN|Skin disabled.

LIBRARY_SHOPITEM_CREATE

LIBRARY_SHOPITEM_NAME|ShopItem_ExampleCrewMember_SkinOff
LIBRARY_SHOPITEM_PRICE|0
LIBRARY_SHOPITEM_REPEATABLE|1
LIBRARY_SHOPITEM_PREREQ|HasCrewAvailable YourCrewMember *
LIBRARY_SHOPITEM_PREREQ|GetSignal exampleCrewMemberSkinSignal 1
LIBRARY_SHOPITEM_RESULT|SetSignal exampleCrewMemberSkinSignal 0
LIBRARY_SHOPITEM_SPRITENAME|CrewLevelUp
LIBRARY_SHOPITEM_PANELSPRITENAME|ShopItemClickable
LIBRARY_SHOPITEM_LOCALIZED_NAME|exampleCrewMember_DisableSkin_Name
LIBRARY_SHOPITEM_LOCALIZED_DESC|exampleCrewMember_DisableSkin_Desc
LIBRARY_SHOPITEM_LOCALIZED_SPECIAL_THANKS_TEXT|exampleCrewMember_DisableSkin_Thanks

LIBRARY_SHOPITEM_PUSH
LOCALIZED_STRING|exampleCrewMember_EnableSkin_Name|EN|Enable Example Skin
LOCALIZED_STRING|exampleCrewMember_EnableSkin_Desc|EN|Enables the skin override for the example crew member.
LOCALIZED_STRING|exampleCrewMember_EnableSkin_Thanks|EN|Skin enabled.

LIBRARY_SHOPITEM_CREATE

LIBRARY_SHOPITEM_NAME|ShopItem_ExampleCrewMember_SkinOn
LIBRARY_SHOPITEM_PRICE|0
LIBRARY_SHOPITEM_REPEATABLE|1
LIBRARY_SHOPITEM_PREREQ|HasCrewAvailable YourCrewMember *
LIBRARY_SHOPITEM_PREREQ|GetSignal exampleCrewMemberSkinSignal 0
LIBRARY_SHOPITEM_RESULT|SetSignal exampleCrewMemberSkinSignal 1
LIBRARY_SHOPITEM_SPRITENAME|CrewLevelUp
LIBRARY_SHOPITEM_PANELSPRITENAME|ShopItemClickable
LIBRARY_SHOPITEM_LOCALIZED_NAME|exampleCrewMember_EnableSkin_Name
LIBRARY_SHOPITEM_LOCALIZED_DESC|exampleCrewMember_EnableSkin_Desc
LIBRARY_SHOPITEM_LOCALIZED_SPECIAL_THANKS_TEXT|exampleCrewMember_EnableSkin_Thanks

LIBRARY_SHOPITEM_PUSH
Optional: Crew Chat
There are multiple triggers that can cause a character to send a chat message during a mission.
These triggers are all in the same format: name, type, string + sprite, and which character it pops for. This template can be used to add a message:
LOCALIZED_STRING|exampleChat|EN|You did it.
LIBRARY_UNLOCK_CREATE
LIBRARY_UNLOCK_NAME|exampleChat_killBoss
LIBRARY_UNLOCK_TYPE|TRIGGER_CHAT_KILL_BOSS
LIBRARY_UNLOCK_CHAT_TEXT_LOCALIZED_ID|exampleChat|YourCrewMember
LIBRARY_UNLOCK_CHARACTER_ID|YourCrewMember
LIBRARY_UNLOCK_PUSH
These are the currently available triggers:
  • TRIGGER_CHAT_KILL_BOSS
    This chat has a random chance to occur when a boss is defeated.

  • TRIGGER_CHAT_UNLOCK_DOOR
    This chat has a random chance to occur when an optional door is opened.

  • TRIGGER_CHAT_TAKE_DAMAGE_BULLET
    This chat has a random chance to occur when taking damage from enemy bullets.

  • TRIGGER_CHAT_TAKE_DAMAGE_CHOMP
    This chat has a random chance to occur when taking damage from enemies that bite the ship such as Rustfish.

  • TRIGGER_CHAT_TAKE_DAMAGE_COLLISION
    This chat has a random chance to occur when taking damage from bonking enemies that are too big to roadkill.

  • TRIGGER_CHAT_TAKE_DAMAGE_CRITICAL
    This chat has a random chance to occur when taking enough damage to make the ship start drifting.

  • TRIGGER_CHAT_SURVIVE
    This chat has a random chance to occur when drifting into HP pickups while the ship is drifting.

  • TRIGGER_CHAT_TAKE_DAMAGE_FIRE
    This chat has a random chance to occur when taking damage from an enemy that is fiery.

  • TRIGGER_CHAT_TAKE_DAMAGE_LASER
    This chat has a random chance to occur when taking damage from enemy lasers.

  • TRIGGER_CHAT_TAKE_DAMAGE_MELEE
    This chat has a random chance to occur when taking damage from jumping enemies like Leapers and Floofyboi.

  • TRIGGER_CHAT_TAKE_DAMAGE_MINE
    This chat triggers if the player flies directly into an avoidable, stationary mine.

  • TRIGGER_CHAT_TAKE_DAMAGE_ROADKILL
    This chat has a random chance to occur when roadkilling enemies.

  • TRIGGER_CHAT_TAKE_DAMAGE_WALL
    This chat has a random chance to occur when taking damage from ramming a wall.
Optional: Crew Tags
Tags are added to crew members and ships and can be used for mission and ship filtering.
These tags are also occasionally used in character encyclopedia entries.
There may be other uses for tags in the future.

To add a tag to your crew member, add this line to the .crew file:

LIBRARY_CREW_ADD_TAG|Modded

Where applicable, all vanilla characters have tags that describe each of the following:
  • The character's faction affiliation (usually Amazoom)
  • The character's department affiliation
  • The character's race, species, model number, or classification, depending on the character
  • The character's gender, if they have one
  • Whether or not the crew member is a guest character
  • Vanilla tag or Modded tag
More tags are likely to be added in the future as they become relevant.
Optional: Encyclopedia Entry and Data Drops
The in-game encyclopedia interface is still a work in progress!
This guide will be updated with configuration details for crew entries when the interface is ready.
Review: Adding New Crew Members
This guide covered the minimum steps necessary to add a crew member and get them in-game for testing. This guide also covered additional customization options for crew members.

Several of these features are still in development- make sure to check the patch notes for weekly builds to make sure your modded crew members are in parity with the current feature set!

If you run into any trouble with this guide, please leave feedback in Steam Discussions!

The files necessary to try out this mod for yourself can be found over here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393414933
Happy modding, Pilot!