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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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added the game
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119
addons/mod_loader/resources/options_profile.gd
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119
addons/mod_loader/resources/options_profile.gd
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class_name ModLoaderOptionsProfile
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extends Resource
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##
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## Class to define and store Mod Loader Options.
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##
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## @tutorial(Example Customization Script): https://wiki.godotmodding.com/guides/integration/mod_loader_options/#game-version-validation
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## Settings for game version validation.
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enum VERSION_VALIDATION {
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## Uses the default semantic versioning (semver) validation.
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DEFAULT,
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## Disables validation of the game version specified in [member semantic_version]
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## and the mod's [member ModManifest.compatible_game_version].
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DISABLED,
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## Enables custom game version validation.
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## Use [member customize_script_path] to specify a script that customizes the Mod Loader options.
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## In this script, you must set [member custom_game_version_validation_callable]
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## to a custom validation [Callable].
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## [br]
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## ===[br]
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## [b]Note:[color=note "Easier Mod Loader Updates"][/color][/b][br]
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## Using a custom script allows you to keep your code outside the addons directory,
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## making it easier to update the mod loader without affecting your modifications. [br]
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## ===[br]
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CUSTOM,
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}
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## Can be used to disable mods for specific plaforms by using feature overrides
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@export var enable_mods: bool = true
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## List of mod ids that can't be turned on or off
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@export var locked_mods: Array[String] = []
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## List of mods that will not be loaded
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@export var disabled_mods: Array[String] = []
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## Disables the requirement for the mod loader autoloads to be first
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@export var allow_modloader_autoloads_anywhere: bool = false
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## This script is loaded after [member ModLoaderStore.ml_options] has been initialized.
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## It is instantiated with [member ModLoaderStore.ml_options] as an argument.
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## Use this script to apply settings that cannot be configured through the editor UI.
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##
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## For an example, see [enum VERSION_VALIDATION] [code]CUSTOM[/code] or
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## [code]res://addons/mod_loader/options/example_customize_script.gd[/code].
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@export_file var customize_script_path: String
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@export_group("Logging")
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## Sets the logging verbosity level.
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## Refer to [enum ModLoaderLog.VERBOSITY_LEVEL] for more details.
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@export var log_level := ModLoaderLog.VERBOSITY_LEVEL.DEBUG
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## Stops the mod loader from logging any deprecation related errors.
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@export var ignore_deprecated_errors: bool = false
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## Ignore messages from these namespaces.[br]
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## Accepts * as wildcard. [br]
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## [code]ModLoader:Dependency[/code] - ignore the exact name [br]
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## [code]ModLoader:*[/code] - ignore all beginning with this name [br]
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@export var ignored_mod_names_in_log: Array[String] = []
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@export var hint_color := Color("#70bafa")
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@export_group("Game Data")
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## Steam app id, can be found in the steam page url
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@export var steam_id: int = 0:
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get:
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return steam_id
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## Semantic game version. [br]
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## Replace the getter in options_profile.gd if your game stores the version somewhere else
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@export var semantic_version := "0.0.0":
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get:
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return semantic_version
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@export_group("Mod Sources")
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## Indicates whether to load mods from the Steam Workshop directory, or the overridden workshop path.
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@export var load_from_steam_workshop: bool = false
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## Indicates whether to load mods from the "mods" folder located at the game's install directory, or the overridden mods path.
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@export var load_from_local: bool = true
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## Indicates whether to load mods from [code]"res://mods-unpacked"[/code] in the exported game.[br]
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## ===[br]
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## [b]Note:[color=note "Load from unpacked in the editor"][/color][/b][br]
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## In the editor, mods inside [code]"res://mods-unpacked"[/code] are always loaded. Use [member enable_mods] to disable mod loading completely.[br]
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## ===[br]
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@export var load_from_unpacked: bool = true
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## Path to a folder containing mods [br]
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## Mod zips should be directly in this folder
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@export_dir var override_path_to_mods = ""
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## Use this option to override the default path where configs are stored.
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@export_dir var override_path_to_configs = ""
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## Path to a folder containing workshop items.[br]
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## Mods zips are placed in another folder, usually[br]
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## [code]/<workshop id>/mod.zip[/code][br]
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## The real workshop path ends with [br]
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## [code]/workshop/content[/code] [br]
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@export_dir var override_path_to_workshop = ""
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@export_group("Mod Hooks")
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## Can be used to override the default hook pack path, the hook pack is located inside the game's install directory by default.
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## To override the path specify a new absolute path.
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@export_global_dir var override_path_to_hook_pack := ""
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## Can be used to override the default hook pack name, by default it is [constant ModLoaderStore.MOD_HOOK_PACK_NAME]
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@export var override_hook_pack_name := ""
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## Can be used to specify your own scene that is displayed if a game restart is required.
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## For example if new mod hooks were generated.
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@export_dir var restart_notification_scene_path := "res://addons/mod_loader/restart_notification.tscn"
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## Can be used to disable the mod loader's restart logic. Use the [signal ModLoader.new_hooks_created] to implement your own restart logic.
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@export var disable_restart := false
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@export_group("Mod Validation")
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## Defines how the game version should be validated.
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## This setting controls validation for the game version specified in [member semantic_version]
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## and the mod's [member ModManifest.compatible_game_version].
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@export var game_version_validation := VERSION_VALIDATION.DEFAULT
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## Callable that is executed during [ModManifest] validation
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## if [member game_version_validation] is set to [enum VERSION_VALIDATION] [code]CUSTOM[/code].
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## See the example under [enum VERSION_VALIDATION] [code]CUSTOM[/code] to learn how to set this up.
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var custom_game_version_validation_callable: Callable
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## Stores the instance of the script specified in [member customize_script_path].
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var customize_script_instance: RefCounted
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