GON Modding⚓︎
GON modding is the first of two major parts of modding. GON files, located in the Data folder, are the code that the game reads. The GON section of this wiki explains this further in detail.
.GON objects⚓︎
GON objects are, in many facets, technically a table with a name attached to it. These "tables" are given certain metas and assigned different specifications based on the file they show up as. For instance, a object defined in "furniture.gon.append" would not be recognized as a enemy, nor the other way around.
Creating new .GON files and objects⚓︎
There are two ways to do this; the first way is just by appending to a file that already exists (read more here). The second is by making a new file with a new name; as long as a file is in a certain folder, it is identified as a specific object. (CITATION NEEDED)
For instance, if you have made a new class through classes.gon.patch, you could make a .gon file in the abilities folder for it using your own class name, such as "mynewclass_abilities". These abilities will then be read by the game and "approved" as a ability object, which can then be thrown into your class's ability pool.
It is highly recommended to append to a pre-existing file if that's what the scenario calls for. New enemies should still be in characters/enemies if possible; new disorder abilities should be in abilities/disorders.
Creating new objects outside of .GON capabilities⚓︎
Because the base code for most methods in the game is hardcoded under a name or variable, outside of DLL modding we are unable to create "new" objects for anything outside of the base .gon files. (For example, a DLL mod could make a extra button, but a .gon mod cannot because we are limited to the functions in the .gon files) You can learn more about that in the DLL section of this wiki.
Pre-existing .GON file names⚓︎
While it's highly suggested to look in the files yourself using the official File Unpacker, here's a handy list of what we can edit/add to for each major .gon file!
A "/" at the end of a header name means it is folder.
Abilities/⚓︎
Abilities are coded actives in the game. They constitue what should happen to a subject, who the subject is, and how it affects others in the battle. Read more about abilities here
We've split up the files of Abilities into 3 tables.
Allies / Classes
These do not include passives.
| .GON Name | Implement/Purpose |
|---|---|
| butcher_abilities | Butcher's abilities. |
| colorless_abilities | Colorless abilities. |
| druid_abilities | Druid's abilities. |
| fighter_abilities | Melee's abilities. |
| hunter_abilities | Hunter's abilities. |
| jester_abilities | Jester's abilities. |
| mage_abilities | Mage's abilities. |
| medic_abilities | Cleric's abilities. |
| monk_abilities | Monk's abilities. |
| necromancer_abilities | Necromancer's abilities. |
| psychic_abilities | Psychic's abilities. |
| tank_abilities | Tank's abilities. |
| theif_abilities | Theif's abilities. |
| Tinkerer | Tinkerer's abilities. |
Enemies
| .GON Name | Implement/Purpose |
|---|---|
| finalboss_abilities | The Creator's abilities / attacks. |
| guillotina_abilities | Guillotina's abilities / attacks. |
| kaiju_abilities | Both kaiju's abilities / attacks. |
| rifthead_abilities | Soach's abilities. |
| special_enemy_abilities | Every non-boss's ability. This basically contains every enemy ability in the game. |
| throbbing_king_abilities | Throbbing King's abilities. |
Misc / Neither
| .GON Name | Implement/Purpose |
|---|---|
| abilities | Provides a basic ability template. Do not use. |
| armor_abilities | Abilities specifically set from armor. |
| basic_attacks | Sets up basic cat attacks. |
| basic_movement | Sets up basic movement styles and abilities. |
| consumable_item_abilities | "Abilities" - effects for each consumable. |
| contextual_abilities | Specific abilities for when the player is under a certain status, like trapped or short circuited. |
| disorder_abilities | Sets up abilities unique to disorders. |
| event_abilities | Despite the name, these are not abilities from events. Instead, these are used for certain in-battle events, such as rocks falling in the Caves. |
| item_abilities | Each item's abilities. Weapons, consumables, and head, neck, and face pieces. Base position for AOE usually starts at cat wearing it. |
| misc_abilities | These are a collection of random abilities too small to meet requirements as a actual ability. I.e. "Move One", "Form Shrink Two", "Do Nothing". |
| test_abilities | Seems to be a mishmash of unused, half-formed, or unfinished versions of actual abilities. |
| util_abilities | Contains the basic attack for each class. |
Ability Templates/⚓︎
Contains one file, with each ability template. Learn more about them here.
AI Presets/⚓︎
Contains two major files, decision_presets and move_presets.
These presets are used for their respective file names. Decision partially controls the AI "thoughts" of a unit, while move controls how it should move on the map in relativeness to enemies and friends. You can learn more about them here.
Characters/⚓︎
These are the entities of the game, what you see when you open up a battle.
Allies
| .GON Name | Implement/Purpose |
|---|---|
| druid_friends | Crow, Squirrel, etc. |
| familiars | Maggots, pooters, etc. Most of these are variants of enemies. |
| player_cat | Constitutes the base player cat, shade cat, etc |
| rare_cat_tests | Constitutes the look for rare enemy cats; Pigs, Dog, Tyler, Sonichu, etc |
Enemies
| .GON Name | Implement/Purpose |
|---|---|
| bosses | Boss enemies. |
| cat_enemies | Because most cat-shaped enemies use the same system for appearance that player cats use, the game places them in this file to read their meta differently. |
| cat_minibosses | Same applies as cat_enemies. |
| enemies | All non-cat, non-small enemies. |
| guillotina | Guillotina's AI. |
| rifthead | Soach's AI. |
| small_enemies | Small enemy AI, like Dips and Maggots. |
| terminator | Both C-800 and C-1000's AI. |
| throbbing_king | Throbbing King's AI. |
Neither / Misc
| .GON Name | Implement/Purpose |
|---|---|
| bonus_birds | Neutral bird enemies. |
| inanimate_objects | Ice blocks, gas clouds, bombs, tumor (grid), poops, Gambit's die, etc. |
| pickups | While what a pickup does is defined in abilities, it's entity is defined here. It's ability is in the passive table. |
| test_enemies | Half-baked test enemies. Has "Spear Guy" and "Dummy". |
| world_event_specials | Any part of the world that is added or altered from external AI (like a enemy); i.e. DeadPinky, AlienEgg, SeducedBoulder etc. |