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Modding:Modder Guide/Get Started

67 bytes added, 15:27, 3 September 2018
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# <code>public class ModEntry : Mod</code> (see [https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/class class keyword]) creates your mod's main class, and subclasses SMAPI's <tt>Mod</tt> class. SMAPI will detect your <tt>Mod</tt> subclass automatically, and <tt>Mod</tt> gives you access to SMAPI's APIs.
# <code>public override void Entry(IModHelper helper)</code> is the method SMAPI will call when your mod is loaded into the game. The <code>helper</code> provides convenient access to many of SMAPI's APIs.
# <code>InputEvents.ButtonPressed += this.InputEvents_ButtonPressed;</code> adds an 'event handler' (i.e. a method to call) when the button-pressed event happens. In other words, when a button is pressed (the <tt>InputEvents.ButtonPressed</tt> event), SMAPI will call your <tt>this.InputEvents_ButtonPressed</tt> method. See [[Modding:SMAPI Modder Guide/APIs#/Events|events in the SMAPI reference]] for more info.
===Add your manifest===
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This will be listed in the console output when the game is launching. For more info, see the [[Modding:SMAPI Modder Guide/APIs#/Manifest|manifest docs]].
===Try your mod===
==Going further==
===SMAPI APIs===
SMAPI provides a set of APIs you can use to do more. See [[Modding:SMAPI Modder Guide/APIs|SMAPI reference]] for more info.
===Crossplatform support===
{{modding guide footer
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|next = [[Modding:Modder Guide/Testing Test and ReleasingTroubleshoot|Testing Test and ReleasingTroubleshoot]]
}}
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