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Merge pull request #37 from ithinkandicode/readme-wiki
Migrate bulky README content to Uncyclo
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README.md

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A general purpose mod-loader for GDScript-based Godot Games.
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For detailed info, see the [docs for Delta-V Modding](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md), upon which ModLoader is based. The docs there cover mod setup and helper functions in much greater detail.
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See the [Uncyclo](https://github.com/GodotModding/godot-mod-loader/wiki) for additional details, including [Helper Methods](https://github.com/GodotModding/godot-mod-loader/wiki/Helper-Methods) and [CLI Args](https://github.com/GodotModding/godot-mod-loader/wiki/CLI-Args).
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## Mod Setup
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For more info, see the [docs for Delta-V Modding](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md), upon which ModLoader is based. The docs there cover mod setup in much greater detail.
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### Structure
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Mod ZIPs should have the structure shown below. The name of the ZIP is arbitrary.
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}
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```
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#### Notes on meta.json
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Some properties in the JSON are not checked in the code, and are only used for reference by yourself and your mod's users. These are:
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- `version`
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- `compatible_game_version`
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- `authors`
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- `description`
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- `website_url`
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## Helper Methods
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Use these when creating your mods. As above, see the [docs for Delta-V Modding](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md) for more details.
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### install_script_extension
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func install_script_extension(child_script_path:String)
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Add a script that extends a vanilla script. `child_script_path` is the path to your mod's extender script path, eg `MOD/extensions/singletons/utils.gd`.
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Inside that extender script, it should include `extends {target}`, where {target} is the vanilla path, eg: `extends "res://singletons/utils.gd"`.
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Your extender scripts don't have to follow the same directory path as the vanilla file, but it's good practice to do so.
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One approach to organising your extender scripts is to put them in a dedicated folder named "extensions", eg:
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```
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yourmod.zip
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├───.import
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└───mods-unpacked
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└───Author-ModName
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├───mod_main.gd
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├───manifest.json
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└───extensions
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└───Any files that extend vanilla code can go here, eg:
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├───main.gd
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└───singletons
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├───item_service.gd
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└───debug_service.gd
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```
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### add_translation_from_resource
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add_translation_from_resource(resource_path: String)
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Add a translation file, eg "mytranslation.en.translation". The translation file should have been created in Godot already: When you import a CSV, such a file will be created for you.
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Note that this function is exclusive to ModLoader, and departs from Delta-V's two functions [addTranslationsFromCSV](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md#addtranslationsfromcsv) and [addTranslationsFromJSON](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md#addtranslationsfromjson), which aren't available in ModLoader.
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### append_node_in_scene
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append_node_in_scene(modified_scene, node_name:String = "", node_parent = null, instance_path:String = "", is_visible:bool = true)
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Create and add a node to a instanced scene.
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### save_scene
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save_scene(modified_scene, scenePath:String)
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Save the scene as a PackedScene, overwriting Godot's cache if needed.
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## Credits
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🔥 ModLoader is based on the work of these brilliant people 🔥

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