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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.