using UnityEngine; //You'll probably need this... namespace Mod { public class Mod { public static void OnLoad() { // Optional initialization method - runs when mod is first loaded } public static void OnUnload() { // Optional cleanup method - runs when mod is unloaded/game closes } public static void Main() { // register item to the mod api ModAPI.Register( new Modification() { OriginalItem = ModAPI.FindSpawnable("Power Hammer"), //item to derive from (better physics than Brick) NameOverride = "SledgeHammer", //new item name DescriptionOverride = "A heavy demolition sledgehammer.", //new item description CategoryOverride = ModAPI.FindCategory("Melee"), //new item category ThumbnailOverride = ModAPI.LoadSprite("sledgeHammerView.png"), //new item thumbnail (relative path) AfterSpawn = (Instance) => //all code in the AfterSpawn delegate will be executed when the item is spawned { Instance.GetComponent().sprite = ModAPI.LoadSprite("sledgeHammer.png"); //get the SpriteRenderer and replace its sprite with a custom one var physical = Instance.GetComponent(); if (physical != null) { physical.InitialMass = 8f; //make it heavier for realistic sledgehammer feel physical.TrueInitialMass = 8f; //ensure the mass is actually applied } Instance.FixColliders(); //fix colliders to match new sprite } } ); } } }