Update modding-guide.rst

Add missing slashes and change the wording to be more consistent in one part
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Tachytaenius 2022-09-14 19:41:45 +01:00 committed by GitHub
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@ -339,10 +339,10 @@ The structure of a full mod
---------------------------
Create a folder for mod projects somewhere outside your Dwarf Fortress
installation directory (e.g. ``/path/to/mymods``) and use your mod IDs as the
installation directory (e.g. ``/path/to/mymods/``) and use your mod IDs as the
names for the mod folders within it. In the example below, we'll use a mod ID of
``example-mod``. I'm sure your mods will have more creative names! The
``example-mod`` mod will be developed in the ``/path/to/mymods/example-mod``
``example-mod`` mod will be developed in the ``/path/to/mymods/example-mod/``
directory and has a basic structure that looks like this::
raw/init.d/example-mod.lua
@ -353,7 +353,7 @@ directory and has a basic structure that looks like this::
Let's go through that line by line.
* You'll need a short (one-line) script in ``raw/init.d/`` to initialise your
* A short (one-line) script in ``raw/init.d/`` to initialise your
mod when a save is loaded.
* Modifications to the game raws (potentially with custom raw tokens) go in
``raw/objects/``.
@ -367,11 +367,11 @@ mod code. You can create a separate Git repository for each of your mods. The
``README.md`` file will be your mod help text when people browse to your online
repository.
Unless you want to install your ``raw`` folder into your DF game folder every
Unless you want to install your ``raw/`` folder into your DF game folder every
time you make a change to your scripts, you should add your development scripts
directory to your script paths in ``dfhack-config/script-paths.txt``::
+/path/to/mymods/example-mod/raw/scripts
+/path/to/mymods/example-mod/raw/scripts/
Ok, you're all set up! Now, let's take a look at an example
``raw/scripts/example-mod.lua`` file::