# The Mana World Classic Official Mods In this repository, you can find all our upstream mods. ## Making a new mod 1. Make a subfolder with the name of your mod. It should be ASCII and short. For example, if your mod is "Brilliant City", try calling it "brilliant_city" 2. The folder root level is the equivalent to client-data root. So if you want to replace graphics/sprites/npcs/lamppost.png, you will add your new version to: `brilliant_city/graphics/sprites/npcs/lamppost.png` 3. The exception is for monsters: It is safer to add them to `brilliant_city/mods/monsters.xml` or editing monsters.xml in mods folder directly. This file support includes. 4. Make a PR to the official clientdata repository, changing mods.xml to add the following content: `<mod name="Brilliant City" description="Replace lamppost" help="COPYING" localdir="mods/brilliant_city/" />` A developer will further instruct you on how to e.g. optimize monster database for redistribution. In theory, your mod should be able to run regardless of upstream changes, but keep an eye out and maintain it just in case. Outdated mods may be removed. ## Upgrading a local override to a mod Follow the same procedures above, moving all the contents of local/ to your subfolder. Make the PR to the official client repository from #4 and you're good to go. ## Upgrading a local override for non-conflicts only If you want to retain your changes as a local override, but want to take the advantage of the mod system so they don't enter in conflict with upstream changes, it is also easy! This is specially important depending on what your mod does. Keep in mind that there's no way to support map changes easily, in either way. First of all, create `mods` folder inside the local overrides folder. If you plan in having multiple local overrides, create subfolders for them. Transfer all your changes to monsters.xml to mods/monsters.xml Transfer all your changes to items.xml to mods/items.xml * You can also uncomment the `<include>` statement in mods/monsters.xml if you never changed monsters.xml but has changes in a monsters/ folder in client-data. If you don't know what this is about, then you're not using an outdated local folder and can skip this bullet point. You can now follow the above procedures, but changing mods.xml in local/ folder, and this will spare you from merge conflicts. If you're using monsters/ folder, though, which is now deprecated, you can skip this part - just uncommenting the line should have done the magic for you. However, if you move `monsters/` folder to `mods/your_name`, and update mods/monsters.xml to point to your folder instead, you can submit it as a MR to the mods repository (along the changes from #4) and TMWT may, in the future, distribute your mod for anyone interested! ## Disabling a mod temporarily In settings, the last tab should be "Mods". You can disable their checkbox, and the next time you login, they'll not be loaded.