Advent GUI/Resource pack

**Resource packs** can be used to change and add new themes to the Advent GUI, as well as add new bestiary entries.

## Themes

### Changing themes

The texture of the Advent GUI themes can be changed with a resource pack like other textures in *Minecraft*. A theme's texture consists of 1-3 images: background.png, overlay.png, and tab\_buttons.png. background.png is the texture used for the background of the Advent GUI, and is colored blue in the below demo image. tab\_buttons.png is the texture for the buttons (both the buttons that switch tabs, and the button that switches themes), and is colored red in the below demo image. overlay.png is an image that is placed on top of both tab\_buttons.png and background.png; and is colored green in the below demo image.

overlay.png will span over the entirety of the Advent GUI; one must make sure that there are transparent spots in the image so that the buttons and background are visible through it. In the above demo image, the overlay.png has plenty of transparent space so the other two images are visible, but in theory, one could duplicate the "overlay" green square to hide the entirety of the buttons and background. The

Not all three images are required. If background.png or tab\_buttons.png is not provided, it will instead use the background/tab\_buttons of the Default theme. If overlay.png is absent, the overlay layer will be absent. However, at least one of the three images must be provided in order for the theme to show up in the Advent GUI.

The three images go into the `assets/aoa3/textures/gui/adventgui/themes/<theme_name>/` folder. <theme\_name> is to be replaced with the name of the theme; the themes that come prepackaged with the mod are named as follows: ancient\_ruins, crystals, dark, default, hell, jungle, and transparent.

Custom themes, when added, follow all the same rules as the prepackaged themes as listed above.

### Adding themes

One may add custom themes by creating a <theme\_name> folder for the custom theme in the same directory as the mod's prepackaged themes (as mentioned above). The background.png, tab\_buttons.png, and overlay.png can then be added to this folder. For example, the "Demo" theme shown in the above image was created by placing the three images into a folder at `assets/aoa3/textures/gui/adventgui/themes/demo/`. The user does not need to write the theme name into a lang file, it will automatically be displayed into the Advent GUI.

### Removing themes

While the player is free to remove custom themes whenever they want (by taking them out of the resource pack), the themes that come prepackaged with the mod cannot be removed with a resource pack.

## Other editable textures

Besides the theme, one can also change the logo of the mod with a resource pack (stored at `assets/aoa3/textures/gui/adventgui/aoa_title.png`). Note that the mod's logo changes to `assets/aoa3/textures/gui/adventgui/aoa_title_alt.png` on April 1.

The search icon in the bestiary, the icon for how many of a mob the player has defeated, and the icon for how many times a mob has defeated the player, can be edited with a resource pack. All three icons are stored as a single image at `assets/aoa3/textures/gui/adventgui/icons.png`.

## Noneditable textures

The background colors in the bestiary tab cannot be changed. This goes for both the main page of the bestiary with all the mobs, and the individual pages for each mob.

The background color of the ability list is also not changable.

## Bestiary entries

The bestiary entries of mobs are capable of being edited with a resource pack, and bestiary entries for mobs that don't already have one can be added. "Bestiary entry" refers to the lore text that appears below the stats of some mobs.

Bestiary entries are stored separately from the rest of the language entries in the mod. To write a bestiary entry for a mob, create a txt file with the id of the mob (e.g.: creeper.txt, etc), and write the bestiary entry into the text file. Do not write any prefixes (e.g.: minecraft:, aoa3:, etc), onto the file name.

Once the text file is finished, it must be placed in the `assets/aoa3/bestiary/<language>/<prefix>/` folder. <language> refers to the language that the bestiary was written in (e.g.: en\_US). <prefix> is essentially the prefix for the mob's id, or the mod that the mob comes from. For mobs from *Advent of Ascension*, this would be "aoa3", for vanilla *Minecraft*, it would be "minecraft", etc.

Even if a mob does not have a bestiary entry by default, adding a file for it will give it a bestiary entry in-game. Note that bestiary entries for vanilla or other mod's mobs will only appear in the bestiary if the third party bestiary config option is enabled. A bestiary entry can be removed from a mob by providing a blank txt file for the mob.