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Showcase mods

These three mods are in the repository today, each small enough to read in one sitting. Together they cover three common kinds of mod: a purely visual one, a gameplay perk attached to an item, and a new combat move. For the full catalogue, see Working examples.

  1. Copy the whole mod folder (the one that contains mod.toml) into the Mods/ directory of your Eclipse installation. If you run from the Unity project, use the repository’s Mods/ folder, where these three already live.
  2. Open Mods on the title screen and switch the mod on. Its dependency on core is satisfied automatically.
  3. Choose Apply & Restart, then enter a fight.

See Installing mods for ZIP installs and troubleshooting. Each mod’s README lists its exact controls.

Source, version 1.3.0.

Chiaroscuro adds depth haze, weapon trails, rim light, light shafts, floor blood, dust from landings and a slow-motion knockout fade. The effects are drawn by Eclipse itself; the mod only switches them on and tunes them.

What it demonstrates

  • A mod that is nearly all declarative: it asks for screen grades and effects through the visuals API instead of drawing anything.
  • Per-effect toggles under Options > Mod settings, built with the settings API, so players can turn each effect off separately.
  • That a mod can change the feel of the whole game without touching profile data. Nothing is written to the save.

Capabilities requested: presentation.visuals, ui.settings.

Read next: Visuals and UI.

Version 1.0.0.

Combo Hype sells the Showman’s Lotus armour in the shop (level 2, one coin). While you wear it, long combos escalate through four tiers (3, 5, 8 and 12 hits) with stronger colour grades, a camera squeeze, stingers and a big on-screen counter.

What it demonstrates

  • Registering a new shop item from Lua with content.register.
  • An innate Lua perk that listens to the game’s own combo counter through the on_combo_changed callback.
  • Script-triggered screen grades that are held briefly and refreshed by every hit, so the effect lasts exactly as long as the combo.
  • Creating HUD elements with ui.create.
  • Easy tuning: the tier thresholds and grades are a single TIERS table at the top of scripts/main.lua.

Capabilities requested: content.register, content.patch, presentation.visuals, ui.create.

Read next: Combat callbacks, Perks and enchantments and Your first weapon.

Version 1.0.0.

Active Strike adds a button that fires a punch the mod itself owns. The button stores intent, the next tick queues the move, and a playback receipt confirms it started before a 120-frame cooldown begins.

What it demonstrates

  • Registering an owned move: a typed definition declares its contact edges, timing, damage terms, impulse and sounds, backed by an animation file shipped inside the mod.
  • Explicit playback with combat.animation, receipts, and a cooldown that respects pause.
  • Cleaning up HUD and transient state at round and fight teardown.
  • Where typed data ends and Lua begins: the move is declared, while readiness, cost and cancellation policy are ordinary Lua.

Capabilities requested: content.register, content.patch, combat.animation, ui.create.

Try it: equip fists, enable the mod, Apply & Restart, then enter Act I Tournament stage 3 in normal or Eclipse mode and press Active Strike.

Read next: Move abilities and Fighter reference.

To begin from working code rather than a blank file, copy one of these mods’ folders and change its manifest id before editing.