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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 |
| -# Credits |
| 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. |
6 | 6 |
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7 |
| -### 🔥 Based on the work of these brilliant people 🔥 |
| 7 | +## Mod Setup |
| 8 | + |
| 9 | +Mods you create must have the following 2 files: |
| 10 | + |
| 11 | +- **ModMain.gd** - The init file for your mod. |
| 12 | +- **_meta.json** - Meta data for your mod (see below). |
| 13 | + |
| 14 | +### Example _meta.json |
| 15 | + |
| 16 | +```json |
| 17 | +{ |
| 18 | + "id": "AuthorName-ModName", |
| 19 | + "name": "Mod Name", |
| 20 | + "version": "1.0.0", |
| 21 | + "compatible_game_version": ["0.6.1.6"], |
| 22 | + "authors": ["AuthorName"], |
| 23 | + "description": "Mod description goes here", |
| 24 | + "website_url": "", |
| 25 | + "dependencies": [ |
| 26 | + "Add IDs of other mods here, if your mod needs them to work" |
| 27 | + ], |
| 28 | + "incompatibilities": [ |
| 29 | + "Add IDs of other mods here, if your mod conflicts with them" |
| 30 | + ] |
| 31 | +} |
| 32 | +``` |
| 33 | + |
| 34 | +#### Notes |
| 35 | + |
| 36 | +Some properties in the JSON are not checke din the code (ATOW), and are only used for reference by yourself and your mod's users. These are: |
| 37 | + |
| 38 | +- `version` |
| 39 | +- `compatible_game_version` |
| 40 | +- `authors` |
| 41 | +- `description` |
| 42 | +- `website_url` |
| 43 | + |
| 44 | + |
| 45 | +## Helper Methods |
| 46 | + |
| 47 | +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. |
| 48 | + |
| 49 | +### installScriptExtension |
| 50 | + |
| 51 | + installScriptExtension(childScriptPath:String) |
| 52 | + |
| 53 | +Add a script that extends a vanilla script. `childScriptPath` is the path to your mod's extender script path, eg `MOD/extensions/singletons/utils.gd`. |
| 54 | + |
| 55 | +Inside that extender script, it should include `extends {target}`, where {target} is the vanilla path, eg: `extends "res://singletons/utils.gd"`. |
| 56 | + |
| 57 | +Note that your extender script doesn't have to follow the same directory path as the vanilla file, but it's good practice to do so. |
| 58 | + |
| 59 | +### addTranslationFromResource |
| 60 | + |
| 61 | + addTranslationFromResource(resourcePath: String) |
| 62 | + |
| 63 | +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. |
| 64 | + |
| 65 | +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. |
| 66 | + |
| 67 | +### appendNodeInScene |
| 68 | + |
| 69 | + appendNodeInScene(modifiedScene, nodeName:String = "", nodeParent = null, instancePath:String = "", isVisible:bool = true) |
| 70 | + |
| 71 | +Create and add a node to a instanced scene. |
| 72 | + |
| 73 | +### saveScene |
| 74 | + |
| 75 | + saveScene(modifiedScene, scenePath:String) |
| 76 | + |
| 77 | +Save the scene as a PackedScene, overwriting Godot's cache if needed. |
| 78 | + |
| 79 | + |
| 80 | +## Credits |
| 81 | + |
| 82 | +🔥 ModLoader is based on the work of these brilliant people 🔥 |
8 | 83 |
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9 | 84 | - [Delta-V-Modding](https://gitlab.com/Delta-V-Modding/Mods)
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