GodsAPI
A library for developers to easily add new Gods / NPC Gods to the game without having to dig through files.
| Date uploaded | 7 months ago |
| Version | 1.0.0 |
| Download link | zannc-GodsAPI-1.0.0.zip |
| Downloads | 122 |
| Dependency string | zannc-GodsAPI-1.0.0 |
This mod requires the following mods to function
SGG_Modding-ModUtil
Utility mod for mod interactions within lua for SGG's games
Preferred version: 4.0.1LuaENVY-ENVY
A plugin to allow ReturnOfModding plugins greater control of their environment.
Preferred version: 1.2.0SGG_Modding-ReLoad
Provides helpers for managing hot reloading and waiting for the right time to load
Preferred version: 1.0.2README
A library to make it easy for developers to add new Gods/NPC Gods/NPCs. It does nothing by itself. You should only install it if another mod requires it, or if you will be using this library to create Gods.
[!IMPORTANT] Currently, this library only supports adding in Olympian Gods eg. Zeus and NPC-type Gods eg. Hermes.
NPC Type means that they will not fill up theMetGodstable during a run - meaning you can haveZeus, Aphrodite, Hera, Hestiaand meetHermesandYour God.
- I would like to add Spells and proper NPC's such as Dionysus/Athena/Arachne during runs, and Hub NPCS such as Hecate/Hypnos.
However, there are a lot of functions that are hard-coded toSpellDrop, and I am unsure about the state of adding 3D models.
[!NOTE] If there are any requests, anything I missed, or anything working incorrectly, post an issue, or create a help thread in the Hades Modding Discord.
Developer Documentation
-
Create a dependency in
manifest.json(if testing locally) by adding"zannc-GodsAPI-1.0.0"and inthunderstore.tomlby addingzannc-GodsAPI = "1.0.0"if publishing the mod by adding to respective files. -
In
main.lua, add:--@module 'zannc-GodsAPI' gods = mods['zannc-GodsAPI']So that it looks like this as an example:
_PLUGIN = PLUGIN game = rom.game --@module 'SGG_Modding-ModUtil' modutil = mods["SGG_Modding-ModUtil"] --@module 'SGG_Modding-ReLoad' reload = mods["SGG_Modding-ReLoad"] --@module 'SGG_Modding-SJSON' sjson = mods["SGG_Modding-SJSON"] --@module 'zannc-GodsAPI' gods = mods["zannc-GodsAPI"] -
In a file called through
on_ready()or inmodutil.once_loaded.game()(or directly in those), callgods.Initialize(_PLUGIN.guid). This will allow for the API to use your plugin guid for SJSON hooks for Portraits/Icons. -
To create a god, you must call
gods.InitializeGod(params), followed bygods.CreateOlympianSJSONData(sjsonData)and provide the required paramaters / sjson paramaters.
Parameters
While this is not a definitive list, these are the most common that will need to be changed.
-
params(table) - A set of options to create the name, colour, text, gender, spawn sound etc.godName(string) (required) - The name of the God | eg "Ares", "Zeus" etc.godType(string) (required) - The type of God | eg "god" or "npcgod" (God = Zeus, NPC = Hermes)SpawnLikeHermes(boolean) (optional) - Commonly used with a NPCGod, which creates requirements for the god to spawn, just like Hermes.
Optional Parameters
GameStateRequirements(table)Gender(string)LoadPackages(table)FlavorTextIds(table)SFX_Portrait(string)UpgradeSelectedSound(string)WeaponUpgrades(table)Traits(table)
Colours
Color(table)NarrativeTextColor(table)NameplateSpeakerNameColor(table)NameplateDescriptionColor(table)LightingColor(table)LootColor(table)SubtitleColor(table)
Dialogue/Text
FirstSpawnVoiceLines(table)OnSpawnVoiceLines(table)UpgradeMenuOpenVoiceLines(table)DuoPickupTextLines(table)InteractTextLineSets(table)BoughtTextLines(table)BoughtTextLinesRequirements(table)RejectionTextLines(table)RejectionVoiceLines(table)MakeUpTextLines(table)GiftTextLineSets(table)GiftGivenVoiceLines(table)FullSuperActivatedVoiceLines(table)DeathTauntVoiceLines(table)RarityUpgradeVoiceLines(table)BlindBoxOpenedVoiceLines(table)
SJSON Paramaters
If you wish to add SJSON content, such as the boon drop icons, door preview icons or portraits, you must call gods.CreateOlympianSJSONData(sjsonData)
-
sjsonData(table) - A set of options to create the name, colour, text, gender, spawn sound etc.godName(string) (required) - The name of the God | eg "Ares", "Zeus" etc.godType(string) (required) - The type of God | eg "god" or "npcgod" (God = Zeus, NPC = Hermes)skipBoonSelectSymbol(boolean) (optional) - If there is already a Boon Select Symbol (In upgrade screen), you can pass this to skip the creation of one.
Optional Parameters
iconSpinPath(string) - The animation of the physical boon drop.previewPath(string) - The icon to display on doors.colorA(table) - The colours of the physical boon dropcolorB(table)colorC(table)portraitData(table) (optional)skipNeutralPortrait(boolean) (optional) - If there is already a neutral portrait for the character in the game.AnnoyedPortraitFilePath(string)DialogueEntrance(boolean) (optional) - If you wish to create animations during a portrait entrance.RedStart(float) - The starting colour for the animations. eg. 1.0StartGreen(float)StartBlue(float)EndRed(float) - The starting colour for the animations. eg. 0.1EndGreen(float)EndBlue(float)
For a full list of parameters, please refer to the PARAMS.md file.
Checking Implementation
If you need to check if the God you created is currently registered, or need to use an if statement to check if a god is enabled/disabled per config, you can use gods.IsGodRegistered("GODNAME", debug) - returning true or false. If you pass in debug (true), it will return a warning print for confirmation of creation.
Examples
This will add a new God: Artemis with the internal name ArtemisUpgrade.
gods.Initialize(_PLUGIN.guid)
gods.InitializeGod({
godName = "Artemis",
godType = "GOD",
Gender = "F",
LoadPackages = { "Artemis" },
FlavorTextIds = { "ArtemisUpgrade_FlavorText01", "ArtemisUpgrade_FlavorText02", "ArtemisUpgrade_FlavorText03" },
SpawnSound = "/SFX/ArtemisBoonArrow",
PortraitEnterSound = "/SFX/ArtemisBoonArrow",
WeaponUpgrades = game.EnemyData.NPC_Artemis_Field_01.WeaponUpgrades,
Traits = game.EnemyData.NPC_Artemis_Field_01.Traits,
Color = { 91, 255, 100, 255 },
LightingColor = { 210, 255, 97, 190 },
LootColor = { 110, 255, 0, 180 },
SubtitleColor = Color.ArtemisVoice,
})
gods.CreateOlympianSJSONData({
godName = "Artemis",
godType = "god",
skipBoonSelectSymbol = true,
iconSpinPath = "Items\\Loot\\Boon\\ArtemisIconSpin\\ArtemisIconSpin",
previewPath = "Items\\Loot\\Boon\\ArtemisIconSpin\\ArtemisPreview",
colorA = { Red = 0.42, Green = 0.62, Blue = 0.21 },
colorB = { Red = 0.35, Green = 0.51, Blue = 0.12 },
colorC = { Red = 0.23, Green = 0.57, Blue = 0.31 },
portraitData = {
skipNeutralPortrait = true,
},
})
This will add a new NPC God: Athena with the internal name AthenaUpgrade, and function like Hermes does.
gods.Initialize(_PLUGIN.guid)
gods.InitializeGod({
godName = "Athena",
godType = "npcGOD",
SpawnLikeHermes = true,
Gender = "F",
LoadPackages = { "Athena" },
FlavorTextIds = { "AthenaUpgrade_FlavorText01", "AthenaUpgrade_FlavorText02", "AthenaUpgrade_FlavorText03" },
Traits = game.EnemyData.NPC_Athena_01.Traits,
SubtitleColor = Color.AthenaVoice,
Color = { 91, 255, 100, 255 },
LootColor = { 175, 157, 255, 255 },
LightingColor = { 175, 157, 255, 255 },
})
gods.CreateOlympianSJSONData({
godName = "Athena",
godType = "npcGOD",
skipBoonSelectSymbol = true,
iconSpinPath = "Items\\Loot\\Boon\\AthenaIconSpin\\AthenaIconSpin",
previewPath = "Items\\Loot\\Boon\\AthenaIconSpin\\AthenaPreview",
colorA = { Red = 0.76, Green = 0.64, Blue = 0.16 },
colorB = { Red = 0.68, Green = 0.57, Blue = 0.12 },
colorC = { Red = 0.60, Green = 0.51, Blue = 0.19 },
portraitData = {
NeutralPortraitFilePath = "Portraits\\Portrait1",
AnnoyedPortraitFilePath = "Portraits\\Portrait2",
DialogueAnimations = {
DialogueEntrance = {
RedStart = 1.0,
GreenStart = 0.7,
BlueStart = 0.1,
RedEnd = 0.3,
GreenEnd = 0.4,
BlueEnd = 1.0,
}
DialogueEntranceStreaks = {
RedStart = 0.5,
GreenStart = 0.8,
BlueStart = 0.3,
RedEnd = 0.2,
GreenEnd = 0.1,
BlueEnd = 0.1,
}
DialogueEntranceParticles = {
RedStart = 0.5,
GreenStart = 0.8,
BlueStart = 0.3,
RedEnd = 0.2,
GreenEnd = 0.1,
BlueEnd = 0.1,
}
DialogueEntranceParticleBurst = {
RedStart = 0.5,
GreenStart = 0.8,
BlueStart = 0.3,
RedEnd = 0.2,
GreenEnd = 0.1,
BlueEnd = 0.1,
}
}
},
})
CHANGELOG
Changelog
Unreleased
2.1.5 - 2026-01-26
- DEV: Change PLUGIN to _PLUGIN
2.1.4 - 2026-01-21
- Added
frameScaleto allow for scaling of custom frames inCreateCustomRarity.
2.1.3 - 2026-01-04
- DEV: Check if GiftData exists before creating it.
- DEV: Fix issue where most codex entries were generating an
'Offerings'button. - DEV: Added
boonPositionfor Traits. - Added new paramater for Boon icon scaling:
boonIconScale. - Documentation update for
characterNameandaddToExistingGodstating it does not add to a god automatically.
2.1.2 - 2025-12-28
- FIX: Custom boons were not being added to codex/ponymenu unless it is added to a new custom god.
2.1.1 - 2025-12-28
- FIX: issue where trait index's weren't being created for default game gods (Selene for some reason).
2.1.0 - 2025-12-22
- Added
customGiftDatatoCreateKeepsake - Fix
internalKeepsakeName. - Fix
RarityLevel Multiplier. - Added
ExtraFieldsto CreateKeepsake because I missed it somehow. - Fixed
Min/MaxRequirementsfor Keepsakes. - Added new function,
CreateCustomRarityto be used withCreateBoon. - Update
customStatLineto support multiple statlines. - Slight ReadME/Dev/Params update.
2.0.7 - 2025-12-10
- Fix
ConsumableDataissue with Shop of Hermes? - Fix ConsumableData maximum spawn chance in shops to adhere to normnal spawn chance of god.
2.0.6 - 2025-12-09
- Add
ExtraFieldsparam toCreateGod. - Remove Dash from
Shop .. godNamedue to it not adhering to StoreLogic discounts (Travel Deal). - Added option for
SpawnLikeHermesto be a table containingmaximumSpawns, with a value of 1 being 2 natural spawns maximum per run. - Change
SurfaceIconfor boons to be the IconPreview of boons. - Small def/params update.
- Added
OverlayAnimto PortraitData.
2.0.5 - 2025-12-08
- Fix issue with NPC God spawning in Shops.
- Naming Convention for Shop var in NPC.
- Fix InheritFrom nil check in CreateBoon.
- Relaxed need to define plugin.guid for trait requirements, it will try to fall back to
_PLUGIN.guid-internalboonname, or else throw a warning and remove it from the list. - Added
customGUIDtoaddToExistingGodto allow for insertions into god not using yourGUID. - Allow for
godtype = godand still limit spawns to function like hermes - Touched up on docs.
- DEV: Added Boon Population for
EnemyDataafter game loads, makes it easier to add boons to NPCs too. - Hopefully fixed issue which was causing NPC/Spawn Limited gods to constantly appear.
2.0.4 - 2025-12-02
- Slight change to defs.
- Update README.
2.0.3 - 2025-12-01
2.0.2 - 2025-12-01
- Fix addToExistingGod.
2.0.1 - 2025-12-01
- Add missing GodLoot, usefule for other mods to check if GodLoot or not.
2.0.0 - 2025-12-01
- Add Data Inheritence to functions // cuts down on params (though can still be changed)
- Use
InheritFromin creation of Boons instead ofisLegendary//Elements - No longer need to pass in
_PLUGIN.guid. - Append
_PLUGIN.guidto Gods/Keepsakes/Boons to allow for multiple people to create Gods/Keepsakes/Boons of same name. - No longer need to define
FlavourTextif you have created Descriptions for them, though it still remains a param if you want to reuse any.
1.0.9 - 2025-11-28
- Changed how
RarityLevelscan be passed in (you can now pass in Multipliers/tables or just a number) - Added Default Boon Icon and Keepsake Icon.
- Fixed Disappearing Icons?
- Added params to Keepsake and Boons to create CustomStatLines
- Fix Codex Population
- Fix TraitSortOrder being populated as an empty table
- Fix Boon Inheritance
- Fix Portrait Inheritance
- Fix Slotted Trait inserts
- Added ability to create custom text for codex & images.
1.0.8 - 2025-11-19
- Added
iconPathOverrides(table) toCreateOlympianSJSONDataallow for reuse of any Icons in the game. - Added
portraitPathOverrides(table) toCreateOlympianSJSONDataallow for reuse of any Portraits in the game. - Added
iconPathOverrides(table) toCreateKeepsakeallow for reuse of any Icons in the game. - Added
reuseBaseIcons(bool) toCreateBoonallow for reuse of any Icons in the game. - Fix Codex "Entity Name".
- More info in DEV.
- DEV: Reworked iconPathing - and cleanIconPath func, no longer combines automatically but does a check and combines if needed
1.0.7 - 2025-11-18
- Added
addToExistingGodparamater. - Moved code around to do traitdict and traitsortorder to work after all mods loaded.
1.0.6 - 2025-11-17
- Readme update.
1.0.5 - 2025-11-17
- Add Default Values to Keepsake Description/Display
- Slight updates to Params/Dev.
- Added basic dirty work for Traits/Boons.
1.0.4 - 2025-11-11
- Fixed Upgrade Choice Screen Text
Boons of GodName - Fixed Icon Pathing being broken
- Added Scale and OffsetX/Y to portraits
- Added optional BoonDrop frames - so you dont have to do 50 frames to get the icon spin
- DEV: Cleaned up code
1.0.3 - 2025-11-10
- Added support for Keepsakes.
- Add check for paths to remove
_PLUGIN.guidif passed in the file paths. - Added missed flavour text for SJSON.
- Defs.
- Update ReadME.
1.0.2 - 2025-11-09
- No longer need to call
gods.Initialize(), just pass the_PLUGIN.guidinto SJSON creation.
1.0.1 - 2025-11-07
- Update ReadME/Params
1.0.0 - 2025-11-07
- Initial Release.