------------ NOTE -----------

ALL FILE STRUCTURE IS PRONE TO POSSIBLE CHANGE, AND MAY BE MISSING A FEW ITEMS IN HOW ITS CODED. BE SURE TO CROSS REFERENCE WHAT IS SAID HERE WITH WHAT TEXT ALREADY EXISTS, AS THE TEXT IS ACCURATE AND THE READ ME FILES MAY NOT BE.

------------ MAIN -----------

Hey! This is going to do a rough overview of everything you'll need to use this template yourself!
Of course, there's a lot of nuance to this, so there will be numerous READ ME documents to read, going more in-depth into the specifics of the folder.

Also real quick, the DELETE ME folder should only be deleted when you want to export or share the mod.

This is the Main folder, with a bunch of essentials, including the Icon, Portrait, some important Properties, and a couple others.

You should know how some of these go, but let's talk about all the images anyways.

-- ICON --

The icon to be presented in the extras menu, custom night, etc.
Name it "icon.png"

-- SALVAGE ICON --

A different icon used in salvage locations, using a 4 color GB palette
Name it "iconS.png"

-- INACTIVE ICON --

Used to denote inactive animatronics, either in custom nights or other misc. menus
A 1 color outline of the animatronic
Name it "iconI.png"

-- PORTRAIT --

The portrait shown in the Gallery.
Name it "portrait.png"

-- JUMPSCARE (HEAD) --

The head of the jump scare.
Keep the image ratio around the same if you'd like, but the game will stretch the image, hence why empty space is used to create a filler effect
Name it "jumpscareH.png"

-- JUMPSCARE (BODY) --

The body of the jump scare.
Same reasoning as above
Name it "jumpscareB.png"

-- SALVAGE --

The animatronic in the salvage location itself
Follows the same 4 color GB palette, I'm just lazy.
Name it "salvage.png"

-- DEATH SCREEN --

Shows when you die to your animatronic
Just take the head of the jump-scare, scale it up, remove the eyes, and make it dark red
Name it "deathscreen.png"


Now, for the text documents, they'll enable and disable a couple things, while others are outright text entries

-- EXTRAS INFO --

Just like the custom guards, add a Dev Note, Description, and their Name
Name it "extras_info.txt"

-- PROPERTIES -- 

DONT EDIT THE VARIABLE NAMES!!!
You'll be editing the values instead, which will be listed:

SALVAGE - True or False, whether or not this will appear in salvage locations
NIGHT - A value 0-5, if it's not zero, then the animatronic will be automatically salvaged on that night number
AI - A list of 6 values, which decide the AI on each night
-- ex. [3,5,7,9,11,13]
--     Night 1 will be AI 3, Night 2 AI 5, so on.
VALUE - the value of the animatronic, make sure to make it at least 3 digits, since you get 1%.
-- ex. animatronics <$8 are easy, <$15 are manageable, >$15 is difficult to deal with.
--     So this animatronic would be around $18 ingame.
--     And you'd put 1800 as the value.
DANGER - either "Concerning", "Manageable", or "Negligible"... or something else!
DEFENSE - write how to defend your animatronic, like "Cameras" or "Doors\nSkill"
DESCRIPTION - write the name of the animatronic, and how to ACTUALLY defend the animatronic, or at least what it does
-- ex. ["Uncanny Cat","When you hear him meow, check his camera. If he's gone, close the door closest to you. He'll be a random camera each time he's dealt with."]
TIPS - A list of tips for the player, shown when you die
-- ex. ["Make sure to check his camera once he makes a sound cue" , "Skill Issue."]
JUMPSCARE - true if your animatronic will jumpscare at all, false otherwise
SPECIAL - true if your animatronic should have a special variant in the custom night, false otherwise

Name it "properties.txt"

-- DIALOGUE --

The dialogue played in the salvage location when talked to
Handle it like the dialogue with guards, as it's the exact same system.

Name it "dialogue.txt"

-- CUSTOM NIGHTS --

You want a custom challenge to show off your mod? Or maybe something with another animatronic? Well, look no further! Each animatronic has to option to have custom nights. If you don't want them, feel free to delete the file.

Each Custom Night should be inside the {}, with "" around the name and : after the name, followed by another {}
If you have more than one, follow the end of the {} with a comma. 

SO: {
    	"Sample" : {},
	"Night2+" : {}
    }

In the {} of your night, you can have maybe things, most required.

Try and base your challenges off the one in Balloon Toad's if want a better example other than Uncanny Cat

NAME - Name of your challenge. Keep it consistent to prevent possible problems
DESCRIPTION - Description of your challenge. Keep it (kinda) short!
DURATION - The amount of seconds your night will last
CHEATS - Currently only 2, list the name of either Extras Characters or SP Characters, followed by if it should be on.
-- [(Cheat Name), (True for Enabled)]
-- ["Extra Characters", true] = extra characters on (usually true due to modded being extra)
-- ["SP Characters", false] = extra characters off
ANIMATRONICS - what animatronics, and what AI they should be in the challenge. The syntax is like so:
-- [(The Name), (The AI)]
-- ["Freddy",20] = Freddy at 20 AI
-- ["Malhare",5] = Malhare at 5 AI
-- Use the name of the character in game (with a few exceptions like "Shadow Bonnie" being valid)
-- ["Glitchtrap",5] = Malhare at 5 AI
-- This also means the name of other modded characters!
-- Which should be the name of the file
--- Note that SP characters have to have an AI of 21 to be SP
--- Non-Special Characters cannot be set to 21 AI
--- Special characters can only be set to 21 if the SP Characters cheat is enabled
---- Currently, Characters that don't exist in the challenge you have wont have their AI counted
---- Later, I plan for these challenges to be unplayable without the proper Animatronics
SONG - see Balloon Toad for this one, basically searches the sound folder for music and plays it. 
TITLE - put inside SONG, the formal title of your song to be seen ingame
-- ex. "Cool Song"
FILE - the name of the file to play inside the sounds folder, make sure to end the name with .ogg and that the sound is .ogg!
-- ex. "coolsong.ogg"

