并返回这个List.
36 |
37 | ### GetDecompiledCode(string name)
38 |
39 | 根据给出的名称, 从数据文件中查找一个Code, 并返回这个Code的Decompile版本代码.
40 |
41 | ### GetDisassemblydCode(string name)
42 |
43 | 根据给出的名称, 从数据文件中查找一个Code, 并返回这个Code的Disassembly版本代码.(说实话, 我并不知道这个方法有什么卵用)
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1 | # Installing Mods
2 |
3 | ## Downloading ModShardLauncher
4 |
5 | In order to install mods, you will require the **ModShardLauncher**.
6 | You can grab it on **Github** by clicking the button below.
7 |
8 |
9 | [ModShardLauncher :octicons-link-external-16:](https://github.com/DDDDDragon/ModShardLauncher/releases){ .md-button .md-button--primary}
10 |
11 | Make sure you download the `msl.zip` file, and ^^**not the source code**^^.
12 |
13 | Alternatively, you can build ModShardLauncher from source, but it's out of this guide's scope.
14 |
15 |
16 | If launching MSL opens a console and closes immediately, you may require the **.NET Desktop Runtime 6.0**
17 |
18 | [.NET Desktop Runtime 6.0 :octicons-link-external-16:](https://dotnet.microsoft.com/en-us/download/dotnet/6.0){ .md-button .md-button--primary}
19 |
20 | ---
21 |
22 | ## Linux setup instructions
23 |
24 | ### Pre-requisites
25 |
26 | - ***Bottles*** - https://usebottles.com/
27 | - ***Stoneshard*** - The Windows version of Stoneshard must be used as the native Linux version is bundled differently
28 |
29 | ### Steps
30 | 1. Create a Bottle environment for gaming
31 |
32 | 
33 | 2. Open the newly created bottle and click "Add Shortcut" and browse to then select the `ModShardLauncher.exe`
34 | 3. Modify the newly added item by clicking the three dot menu and going to "Change Launch Options".
35 | The working directory must be updated to the directory that `ModShardLauncher.exe` resides in.
36 | 4. The bottle settings need to be updated to support the .NET environment. This can be found below the "Add Shortcut"
37 | button, select "Settings" and then "Environment Variables". A new variable needs to be added to handle the
38 | extraction location `DOTNET_BUNDLE_EXTRACT_BASE_DIR=Z:\home\{user}\dotnet_bundle_extract`, update this to a path of your choosing.
39 |
40 | *If you run into file permission issues with Bottles this is due to it running in a flatpak.
41 | I suggest using [Flatseal](https://flathub.org/apps/com.github.tchx84.Flatseal) to give Bottles access to the required paths.*
42 | ---
43 |
44 | ## ModShardLauncher Setup
45 |
46 | ???+ warning "IMPORTANT - Installing after RtR"
47 | Make sure you are on the `modbranch` beta of Stoneshard on Steam before proceeding below.
48 | When launching the game, the version at the top right should say `X.X.X.X-vm`.
49 |
50 | Here's how to do it :
51 | - Right click on Stoneshard in your library on steam.
52 | - Click `Properties`.
53 | - Go in the `Betas` tab.
54 | - Select the `modbranch` beta.
55 | - Steam will now update your game files, when it's done, proceed below.
56 |
57 | - **Extract** `ModShardLauncher.zip` anywhere.
58 | - **Rename** `data.win` to `vanilla.win` in your Stoneshard folder.
59 | - **Run** `ModShardLauncher.exe`.
60 |
61 | ---
62 |
63 | ## UI Tour
64 |
65 | Let's take a quick tour of the UI to better know MSL.
66 |
67 | {: style="width:50%"}
68 |
69 |
70 | The button on the top left of the window shows the button's name.
71 | The `Anvil` button below that leads to the `Mods` menu. (***^^This is the only menu you will need^^***.)
72 | The `C#` button leads to the `Mod Sources` menu. (*It's used by modders to create their mods*.)
73 | The `Cog` button leads to the `Settings` menu. (*It's used for some settings you probably won't need*.)
74 |
75 |
76 | ---
77 |
78 | ## Installing a Mod
79 |
80 | Now that we've got MSL running, let's install some mods.
81 | Here's an [example video showing the installation](https://www.youtube.com/watch?v=_J0oJYGi38E&t=13s) of [NeoConsole](https://github.com/Nylux/Stoneshard-NeoConsole/releases). (*enable the subtitles !*)
82 | Note: It's a bit outdated, but the process is pretty much the same, a new video will be made at some point.
83 |
84 | ???+ warning "MAKE SURE YOU ARE ON THE MODBRANCH BETA OF STONESHARD ON STEAM"
85 |
86 | - Close MSL.
87 | - Download your mod's `.sml` file.
88 | - Place the `.sml` file in MSL's `Mods` folder.
89 | - Start MSL.
90 | - Click on the **anvil button** to open the `Mods` menu.
91 | - At the top left of the window, click on the **folder button**.
92 | - Select the `vanilla.win` file in the `Stoneshard` folder
93 | - In the `Mods` menu, **tick the box** next to the mods you wish to enable.
94 | - Click on the **save button** and save under any name (eg. `modded.win`)
95 | - Close MSL.
96 | - Start **Stoneshard**. It should ask you to select a `.win` file.
97 | - Select the `modded.win` file and enjoy your mods !
98 |
99 |
100 |
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1 | !!! warning "TODO"
2 |
3 | {: style="width:50%"}
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1 | # ModShardLauncher
2 |
3 | ## What is **ModShardLauncher**?
4 |
5 | ---
6 |
7 | **ModShardLauncher** is a tool to patch **mods** into StoneShard original data files.
8 |
9 | In the past, we modders used a tool called **UndertaleModTool (UTMT)** to edit the source code and save it.
10 | But if the game received even the most insignificant of updates, all mods would break.
11 | Additionally, multiple mods couldn't work together unless you actually combined them by hand.
12 |
13 | To deal with these issues and limitations, I wanted to make a tool.
14 | That's what **ModShardLauncher** is.
15 |
16 | ## How does **ModShardLauncher** work?
17 |
18 | ---
19 |
20 | Did you know that **UTMT** was made in C# ?
21 |
22 | Using **UTMT**'s source code, **ModShardLauncher** can load data files.
23 | And with C#'s reflection, **ModShardLauncher** can load .dll files as mods and patch the '**modthings**' into data files, then save them.
24 |
25 | ## I want to start modding now!
26 |
27 | ---
28 |
29 | [Just check out the guides here !](../guides/start-modding.md)
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1 | # ModShardLauncher
2 |
3 | ## 什么是**ModShardLauncher**?
4 |
5 | **ModShardLauncher**是一个用于给StoneShard(紫色晶石)这款游戏加载mod的工具。
6 |
7 | 在我开发这款工具之前, mod作者们都是使用**UTMT**, 即UndertaleModTool这款工具来开发mod并保存的. 这样开发的难点在于, 作者们只能制作源码mod, 也就是说, 不同的mod不能一起加载, 除非你自己把他们的内容整合到一起. 而且UTMT使用较为繁琐, 并不适合用于开发StoneShard的mod. 一旦作者进行更新, 所有mod将不再适用, 源文件需要重新被编辑和保存.
8 |
9 | 为了解决这些痛苦的问题, 我打算开发一款工具, 也就是**ModShardLauncher**.
10 |
11 | ## **ModShardLauncher**是如何工作的?
12 |
13 | 实际上, **UTMT**是用C#这门语言开发的. 因此, 引用它的源码就可以很方便的读取和保存data.win中的数据. 并且在C#强大的反射功能支持下, mod作者们可以通过该工具内置的打包器将所有mod代码以及贴图打包成 `.sml` 文件, 然后工具内置的读取器可以读取这种格式的文件, 并将其中的数据打包进新的data.win文件. 以达成多mod共存, 便捷开发的目的.
14 |
15 | ## 太棒辣 我现在就想开发一个自己的mod!
16 |
17 | [那就从这里开始吧!](../guides/start-modding.md)
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1 | # 使用Visual Studio Code进行开发
2 |
3 | [TOC]
4 |
5 | ## 前言
6 |
7 | 为什么要把这个教程单独拿出来呢? 首先一个原因是考虑到想做mod的各位对于编程可能一无所知, 而下载Visual Studio的步骤与某些编程知识是相关的, 因此可能会造成一些误解或让各位在前期做无用功。
8 |
9 | Visual Studio Code 是作者很喜欢的一款文本编辑器, 因此关于这方面的内容我们都围绕VSCode来讲.
10 |
11 | ## 下载工具
12 |
13 | [在这里下载](https://code.visualstudio.com/)
14 |
15 | 网上也有很多关于下载VSCode的教程, 你可以参考这些教程来进行下载. 基本上一路按继续就可以了.
16 |
17 | ## 下载插件
18 |
19 |
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1 | # 开始吧!
2 |
3 | [TOC]
4 |
5 | ## C#基础
6 |
7 | 如果你想要制作mod, 那请确保你有一定的C#基础, 不然你可能会看不懂工具的API是怎么用的.
8 |
9 | ## 下载工具
10 |
11 | 要想制作mod, 你首先需要一个写代码的工具.
12 |
13 | 比如**Visual Studio**, 这是一款很专业的开发工具, 你可以用它方便地开发mod.
14 |
15 | [在这里下载](https://visualstudio.microsoft.com/)
16 |
17 | 在下载时, 确保你选择了 `.NET Desktop Development` 工作负载. 其他的负载可以不用下载.
18 |
19 | 最后, 到微软官网查找 `.NET 6.0 SDK` 来下载安装包. 然后重启你的电脑来应用这些更改.
20 |
21 | 另一个选择是**Visual Studio Code**, 在我看来其实用VSCode就足以制作StoneShard的mod了.
22 |
23 | 对于**Visual Studio Code**的教程, 请移步[这里](../guides/start-modding-with-vsc.md)
24 |
25 | ## 创建你的第一个mod
26 |
27 | 首先, 你需要启动 **ModShardLauncher.exe** , 启动之后它会在根目录下创建两个文件夹,
28 | 一个是Mods, 另一个是ModSources.
29 |
30 | 然后在ModSources文件夹中创建一个新的文件夹, 你的第一个mod就从这里开始了.
31 |
32 | ### 创建mod!
33 |
34 | 创建mod的方式有很多, 我们先来拿**Visual Studio**举例.
35 | 首先运行VS, 点击创建新项目, 搜索类库并单击下一步. 如图:
36 | {: style="width:50%"}
37 |
38 | 然后输入你mod的名字, 选择路径为刚才 **ModShardLauncher.exe** 创建的 Mods 文件夹.
39 | {: style="width:50%"}
40 |
41 | 最后选择 .Net 6.0即可
42 | {: style="width:50%"}
43 |
44 | ### 程序集引用!
45 |
46 | 首先我们需要引用工具的程序集, 即Dll文件.
47 |
48 | 先打开解决方案资源管理器.
49 | {: style="width:50%"}
50 |
51 | 右键依赖项, 并单击添加项目引用.
52 | {: style="width:50%"}
53 |
54 | 点击浏览.
55 | {: style="width:50%"}
56 |
57 | 最后选择ModShardLauncher.dll并点击添加.
58 | {: style="width:50%"}
59 |
60 | ### Mod主类!
61 |
62 | 如果你有C#基础, 那你一定对 **类**(Class) 有了解.我们接下来就要创建一个Mod的主类.
63 |
64 | 创建项目时, VS应该已经为我们创建了一个类, 名字叫做Class1. 我们要做的就是先添加对 `ModShardLauncher` 和 `ModShardLauncher.Mods` 这两个命名空间的引用. 然后将代码改成如下这样:
65 | {: style="width:50%"}
66 |
67 |
68 | 可以看到我们先是把类的访问级别从 `internal` 改为了 `public` , 这样一来Mod加载时就可以读取到这个类. 然后我们把类名改成了 `MyFirstMod` , 并让这个类继承 `Mod` 类.
69 |
70 | ### Mod信息!
71 |
72 | 接下来我们给Mod添加基础的信息.
73 |
74 | 在 `MyFirstMod` 类中添加如下代码:
75 | ```C#
76 | public override string Name => "MyFirstMod";
77 | public override string Author => "Mantodea";
78 | public override string Description => "我的第一个mod";
79 | ```
80 | 这样我们就设置了mod的名称, 作者与描述信息.
81 |
82 | ### 编译Mod!
83 |
84 | 接下来我们启动**ModShardLauncher**. 可以看到我们的Mod源码已经被加载出来了.
85 | {: style="width:50%"}
86 |
87 | 在编译mod之前, 我们需要先点击模组界面左上角的文件夹按钮, 并选择 **原版** 的data.win文件进行加载.
88 |
89 | ??? reason "为什么要使用原版文件?"
90 |
91 | 这个工具是基于data.win文件内的各种信息的名称来工作的, 如果你已经加入了源码mod, 很可能会出现各种崩溃的情况.
92 |
93 | ??? reason "为什么要加载游戏文件才能编译?"
94 |
95 | 为了获取游戏版本, 防止极小可能出现的版本不同而崩溃现象(确信)
96 |
97 | 然后我们就可以点击 `MyFirstMod` 栏位右下角的编译辣! (UI现在嘎嘎好看是不是)
98 |
99 | 编译成功后的结果:
100 | {: style="width:50%"}
101 |
102 | ## 创建你的第一把武器
103 |
104 | 就在刚刚, 你的第一个mod已经成功编译了! 接下来, 让我们为它添加一些看得到的东西吧.
105 |
106 | ### 创建武器类!
107 |
108 | 首先点击右侧的解决方案资源管理器, 然后右键你的项目, 点击添加, 最后点击新建项, 如图:
109 | {: style="width:50%"}
110 |
111 | 名字就输入这把武器的名称即可, 这里我们使用 `MyFirstWeapon` 作为它的名字.
112 |
113 | 接下来进入代码界面, 还是一样的操作, 将 `internal` 改为 `public` , 以便Mod加载时可以加载到这把武器的信息. 然后添加对 `ModShardLauncher` 和 `ModShardLauncher.Mods` 这两个命名空间的引用. 并让武器类继承 `Weapon` 类.
114 |
115 | ### 修改武器的信息!
116 |
117 | 玩过紫晶的人都知道, 紫晶里的武器属性很多. 挨个设置不仅麻烦, 还会很痛苦, 而且还有可能落下某些属性, 导致mod没法正常加载.
118 |
119 | ??? why "你知道的太多了"
120 | ~~实际上是因为毛子写的代码很傻逼.~~
121 |
122 | 那么有没有一种办法可以让我们简单快捷的设置一把武器的属性呢?
123 |
124 | 首先我们添加如下代码来重写 `SetDefaults` 方法.
125 | ```C#
126 | public override void SetDefaults()
127 | {
128 |
129 | }
130 | ```
131 | ??? why "你知道的太多了"
132 | ~~有种tModLoader的风格, 我已经被荼毒了.~~
133 |
134 | 看英文可以知道, 这个方法用于在加载武器时设定它的属性.
135 |
136 | 接下来我们隆重介绍---- **`CloneDefaults`** 方法!
137 |
138 | 没错, 为了防止玩家累死(不是) 我们modder开发时经常忘记各种属性, 我提供了一个方法来让当前这把武器的除 `Name` 与 `ID` 两个属性之外的所有属性全部照抄另外一把原版武器----**`CloneDefaults`**! 因此, 只需把代码改成这样:
139 | ```C#
140 | public override void SetDefaults()
141 | {
142 | CloneDefaults("Homemade Blade");
143 | Name = "MyFirstWeapon";
144 | ID = "MyFirstMod1";
145 | }
146 | ```
147 |
148 | 这样一来, 这把武器就变成了一把除了名字不一样其他全部一样的换皮土刀(有种NTR的感觉)
149 |
150 | 但是需要注意的是, `CloneDefaults` 并不会对武器的各种语言名称和介绍进行赋值, 这些仍然需要你手动修改. 因此我们再加上两行:
151 |
152 | ```C#
153 | public override void SetDefaults()
154 | {
155 | CloneDefaults("Homemade Blade");
156 | Name = "MyFirstWeapon";
157 | ID = "MyFirstMod1";
158 | Description[ModLanguage.Chinese] = "这是我的第一把武器";
159 | NameList[ModLanguage.Chinese] = "我的神剑咖喱棒";
160 | }
161 | ```
162 |
163 | 这样一来我们的第一把武器算是初步完成了.
164 |
165 | ### 武器贴图!
166 |
167 | StoneShard做mod最痛苦的一部分就是这里了. 贴图, 一把最基础的武器竟然需要六张贴图, 这无疑增加了modder的工作量.
168 |
169 | 如果你没得贴图, 你可以使用UTMT对原版的贴图进行导出, 然后放在Mod目录除 `.vs, bin 和 obj` 的任何地方, 打包时会自动将他们打包进data.win的.
170 | {: style="width:50%"}
171 |
172 | 如图所示, 从上到下依次是: 人物右手拿武器, 人物左手拿武器, 背包中的武器(有三张的原因是紫晶的武器有破损系统, 如果你不想画, 可以把完整版的武器复制三遍), 掉落的武器.
173 |
174 | ??? why "注意"
175 | 武器在背包中的贴图长宽必须是27的倍数, 这是因为紫晶的背包一格为27*27
176 |
177 | 以上这张图只针对单手武器, 如果是双手武器, 则只需要char而不需要char_left, 因为双手武器只有一种拿取方式.
178 |
179 | 准备好所有这些东西后, 你就可以再次打开 **ModShardLauncher.exe** 重复之前的编译步骤.
180 |
181 | ### 加载Mod!
182 |
183 | !!! notice "**注意!!!**"
184 | 有一点很重要, 你需要把工具目录下一个叫做 `ModShard.dll` 的文件移动到游戏的根目录, 他是该工具内置的一个游戏插件. 否则你将无法启动游戏!
185 |
186 | 最后一步, 也就是加载Mod了, 在你编译完mod之后, 你会发现上方的模组界面中多出了你的mod, 选择它右下角的启用. 最后点击左上角的保存按钮, 就可以把mod数据打包进你刚才加载的那个原版data.win了. 把打包好的数据随便存在什么地方, 把原版的data.win挪走, 再进入游戏, 就会提示你选择数据文件. 选择我们刚才保存的那个数据文件即可.
187 |
188 | ### 进入游戏!
189 |
190 | 打开游戏后, 你会发现打开了一个除游戏之外的窗口, 那是刚才的插件打开的, 它的作用是类似于一个控制台, 可以在游戏过程中运行一些内置函数.(如果没打开记得联系我 一定是哪里出问题了)
191 |
192 | 正常进入游戏, 插件内置了一个give函数, 你可以在插件窗口的下方 `Script` 文本框中输入
193 | ```
194 | give MyFirstWeapon
195 | ```
196 | 来获取刚才那把mod武器.
197 |
198 | 如果你想用这个功能获取其他武器, 请注意把武器名中的空格改为 `_` , 如:
199 | ```
200 | give Homemade_Blade
201 | ```
202 |
203 | 执行了give函数后, 可以发现背包中就多了一把mod武器了.
204 | {: style="width:50%"}
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/docs/index.en.md:
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1 | # ModShardLauncher Modding Documentation
2 |
3 | Welcome to the **ModShardLauncher Modding Documentation** !
4 |
5 | !!! info "Multiple languages"
6 | This documentation is available in **multiple languages**.
7 | You can change the language by clicking the **language button** at the **top** of the page.
8 | Some pages may not be available in all languages, so feel free to contribute!
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/docs/index.zh.md:
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1 | # ModShardLauncher Modding Documentation
2 |
3 | 欢迎访问 **ModShardLauncher 文档** !
4 |
5 | !!! info "多种语言"
6 | 本文档提供多种语言版本。
7 | 您可以点击页面顶部的语言按钮更改语言。
8 | 某些页面可能不支持所有语言,请随时提供您的意见!
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/future_workflow.md:
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1 | # RELEASE RECIPE
2 |
3 | - `git pull` in main repo
4 | - Edit version in ModShardLauncher.csproj
5 | - `git tag vX.XX.X.X`
6 | - `git push origin vX.XX.X.X` last modification
7 | - `git log` to check for properly tagged commit
8 | - `git pull` for safety
9 | - dotnet publish -r win-x64 -c Release /p:PublishSingleFile=true /p:IncludeAllContentForSelfExtract=true /p:PublishReadyToRun=true --self-contained
10 | - locate `publish` folder in `bin/release/net6.0-windows\win-x64\`
11 | - Move required dlls (everything in `ModReference` + `Reference` folders) in the folder
12 | - Run `ModShardLauncher.exe` once
13 | - Verify there is no unexpected file / folder / mods
14 | - Archive to msl.zip
15 | - Test in sandbox environment (no need to install .NET, use a vanilla.win + a mod you **__KNOW__** works) and check proper injection with UTMTCE
16 | - Add archive to release
17 | - Publish release
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/mkdocs.yml:
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1 | site_name: ModShardLauncher Modding Documentation
2 | repo_url: https://github.com/ModShardTeam/ModShardLauncher
3 | repo_name: ModShardTeam/ModShardLauncher
4 | edit_uri: edit/main/docs/
5 | use_directory_urls: false
6 | copyright: All rights belong to Ink Stains Games.
This is a community
7 | project and is not affiliated with Ink Stains Games.
8 |
9 |
10 | theme:
11 | name: material
12 | favicon: img/Stoneshard.ico
13 | features:
14 | - navigation.path
15 | - navigation.indexes
16 | - header.autohide
17 | - toc.integrate
18 | - navigation.top
19 | - search.suggest
20 | - search.highlight
21 | - content.tabs.link
22 | - content.code.annotate
23 | - content.code.copy
24 | - content.action.edit
25 | - content.action.view
26 | language: en
27 | locale: en
28 | palette:
29 | - scheme: default
30 | toggle:
31 | icon: material/brightness-7
32 | name: Switch to Dark Mode
33 | - scheme: slate
34 | toggle:
35 | icon: material/brightness-4
36 | name: Switch to Light Mode
37 |
38 | extra:
39 | social:
40 | - icon: fontawesome/brands/discord
41 | link: https://discord.gg/YxfRKYUuht
42 | name: Stoneshard Mod Hub Discord
43 | - icon: fontawesome/brands/github
44 | link: https://github.com/DDDDDragon/ModShardLauncher
45 | name: GitHub Repository
46 | - icon: fontawesome/brands/steam
47 | link: https://store.steampowered.com/app/625960/Stoneshard/
48 | name: Stoneshard on Steam
49 | - icon: simple/gogdotcom
50 | link: https://www.gog.com/game/stoneshard
51 | name: Stoneshard on GOG
52 |
53 | markdown_extensions:
54 | - attr_list
55 | - admonition
56 | - pymdownx.details
57 | - pymdownx.superfences
58 | - pymdownx.highlight:
59 | anchor_linenums: true
60 | line_spans: __span
61 | pygments_lang_class: true
62 | - pymdownx.inlinehilite
63 | - pymdownx.snippets
64 | - pymdownx.critic
65 | - pymdownx.caret
66 | - pymdownx.keys
67 | - pymdownx.mark
68 | - pymdownx.tilde
69 | - pymdownx.tabbed:
70 | alternate_style: true
71 | - pymdownx.emoji:
72 | emoji_index: !!python/name:material.extensions.emoji.twemoji
73 | emoji_generator: !!python/name:material.extensions.emoji.to_svg
74 |
75 |
76 | plugins:
77 | - search
78 | - table-reader
79 | - glightbox
80 | - git-authors
81 | - git-revision-date
82 | - i18n:
83 | docs_structure: suffix
84 | reconfigure_material: true
85 | reconfigure_search: true
86 | languages:
87 | - locale: en
88 | default: true
89 | name: English
90 | build: true
91 | - locale: zh
92 | name: 中文
93 | build: true
94 | nav_translations:
95 | Index: 首页
96 | Welcome: 欢迎
97 | Guides: 指南
98 | Introduction: 简介
99 | Creating your First Mod: 开始
100 | Installing Mods: 如何使用MOD
101 | API: API
102 | Modding: MOD制作
103 | # You can remove the nav_translations above and remove comments here if you want to have custom ZH nav.
104 | # This would avoid setting up empty 'TODO' pages.
105 | # nav:
106 | # - 首页: "index.md"
107 | # - 指南:
108 | # - "简介": "guides/introduction.md"
109 | # - ... : ...
110 |
111 |
112 | nav:
113 | - Index:
114 | - "Index": "index.md"
115 | - Guides:
116 | - "Introduction": "guides/introduction.md"
117 | - "Installing Mods": "guides/how-to-play-mod.md"
118 | - Modding :
119 | - "API": "guides/api.md"
120 | - "Creating your First Mod": "guides/start-modding.md"
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