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  1. PokeMMO Mods are a custom format used by the PokeMMO Client to load override resources. The following types of resources are available to modify: Music (mp3/ogg/wav) Item Icons Monster Icons Front/Back Monster Battle Sprites (PNG/GIF) Front/Back Monster Battle Sprite scale (Table for overwriting render scale. Default is 3x. Only supported for GIFs) Front Battle Monster Sprite positioning (Table for overwriting the rendered Y coordinate/altitude) Basic Mod Structure: Every mod is a simple zip file. It can be edited with any zip editor, including window's build in zip archive support. A mod file should contain the following required elements: 1. An info.xml file with basic information about the mod and it's author. 2. An icon.png file with an icon for the mod. 3. The resources you wish to modify. info.xml The basic structure is as follows: <?xml version="1.0" encoding="UTF-8"?> <resource name="PokeMMO Example Mod" version="1.0" description="Barebones mod with no actual content changes." author="Desu" weblink="https://forums.pokemmo.eu/index.php?/user/2-desu/"> </resource> Note: The weblink must link to the "pokemmo.eu" domain. icon.png This is simply a PNG file which is displayed in the Mod Management panel. Suggested size is 48x48. Music: All files in the /sounds/ folder will be loaded as music files. They should be named '0/123.mp3' where 0 is region id and 123 is the sound id. Use "/bgm" command ingame to print out the current playing sound id. Item Icons: All files in the /sprites/itemicons/ folder will be loaded as item icons. They should be named '123.png' where 123 is the item id. You may use the 'Dump Moddable Resources' utility in settings to see what items correspond with what ids. Suggested size is 24x24. Monster Icons: All files in the /sprites/monstericons/ folder will be loaded as monster icons. They should be named 'ID-FRAME.png' You may use the 'Dump Moddable Resources' utility in settings to see what monsters correspond with what ids. Suggested size is 32x32. Monster Battle Sprites: Certain files in the /sprites/battlesprites/ folder will be loaded as monster icons. The naming format is 'ID-front-n.png'. ID is the ID of the monster, followed by either 'front' or 'back' to indicate which type of sprite this is, finally followed by either 'n' (normal) or 's' (shiny). PNG Notes: PNG files are required to be 64x64. Front sprites are modified by the 'table-front-y.txt' and 'table-front-altitude.txt' tables. PNG files are NOT modified by the 'table-front-scale.txt' and 'table-back-scale.txt' tables. GIF Notes: GIF files support arbitrary image sizes. GIF sprites are NOT modified by the 'table-front-y.txt' and 'table-front-altitude.txt' tables. Sprites will be automatically positioned to what the 'center' of the sprite. GIF files are modified by the 'table-front-scale.txt' and 'table-back-scale.txt' tables. For example, You can use this to render front sprites at 2x scale while back sprites are 3x. GIF files currently use a static time between frames of 50ms. I only remembered this when writing this documentation, it will be fixed Soon™ Table Notes: There are several table files in the /sprites/battlesprites/ folder which modify the way sprites are rendered. I recommend you use the 'Dump Moddable Resources' utility to see how this table functions. It is editable with a standard text editor. table-front-y.txt - Modifies the rendered Y position for front sprites. (PNG Only) table-front-altitide.txt - Modifies the rendered Y position for front sprites. Would control shadow rendering, if we supported it. (PNG Only) table-front-scale.txt - Modifies the render scale of front sprites. (GIF Only) table-back-scale.txt - Modifies the render scale of back sprites. (GIF Only) table-summary-scale.txt - Modifies the render scale of sprites in the summary window.
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