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2 | 2 |
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3 | 3 | A general purpose mod-loader for GDScript-based Godot Games.
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4 | 4 |
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5 |
| -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. |
| 5 | +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). |
| 6 | + |
6 | 7 |
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7 | 8 | ## Mod Setup
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8 | 9 |
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| 10 | +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. |
| 11 | + |
9 | 12 | ### Structure
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10 | 13 |
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11 | 14 | Mod ZIPs should have the structure shown below. The name of the ZIP is arbitrary.
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@@ -57,69 +60,6 @@ Mods you create must have the following 2 files:
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57 | 60 | }
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58 | 61 | ```
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59 | 62 |
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60 |
| -#### Notes on meta.json |
61 |
| - |
62 |
| -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: |
63 |
| - |
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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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| - |
70 |
| - |
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| -## Helper Methods |
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| - |
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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. |
74 |
| - |
75 |
| -### install_script_extension |
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| - |
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| - func install_script_extension(child_script_path:String) |
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| - |
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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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| - |
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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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| - |
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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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| - |
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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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| - |
87 |
| -``` |
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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 |
100 |
| -``` |
101 |
| - |
102 |
| -### add_translation_from_resource |
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| - |
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| - add_translation_from_resource(resource_path: String) |
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| - |
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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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| - |
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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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| - |
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| -### append_node_in_scene |
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| - |
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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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| - |
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| -Create and add a node to a instanced scene. |
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| - |
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| -### save_scene |
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| - |
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| - save_scene(modified_scene, scenePath:String) |
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| - |
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| -Save the scene as a PackedScene, overwriting Godot's cache if needed. |
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| - |
122 |
| - |
123 | 63 | ## Credits
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124 | 64 |
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125 | 65 | 🔥 ModLoader is based on the work of these brilliant people 🔥
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