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added the game
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72
addons/mod_tool/templates/default/mod_main.gd
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72
addons/mod_tool/templates/default/mod_main.gd
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extends Node
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# ! Comments prefixed with "!" mean they are extra info. Comments without them
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# ! should be kept because they give your mod structure and make it easier to
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# ! read by other modders
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# ! Comments with "?" should be replaced by you with the appropriate information
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# ! This template file is statically typed. You don't have to do that, but it can help avoid bugs
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# ! You can learn more about static typing in the docs
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# ! https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/static_typing.html
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# ? Brief overview of what your mod does...
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const MOD_DIR := "AuthorName-ModName" # Name of the directory that this file is in
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const LOG_NAME := "AuthorName-ModName:Main" # Full ID of the mod (AuthorName-ModName)
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var mod_dir_path := ""
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var extensions_dir_path := ""
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var translations_dir_path := ""
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# ! your _ready func.
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func _init() -> void:
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ModLoaderLog.info("Init", LOG_NAME)
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mod_dir_path = ModLoaderMod.get_unpacked_dir().path_join(MOD_DIR)
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# Add extensions
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install_script_extensions()
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install_script_hook_files()
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# Add translations
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add_translations()
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func install_script_extensions() -> void:
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# ! any script extensions should go in this directory, and should follow the same directory structure as vanilla
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extensions_dir_path = mod_dir_path.path_join("extensions")
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# ? Brief description/reason behind this edit of vanilla code...
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ModLoaderMod.install_script_extension(extensions_dir_path.path_join("main.gd"))
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#ModLoaderMod.install_script_extension(ext_dir + "entities/units/player/player.gd") # ! Note that this file does not exist in this example mod
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# ! Add extensions (longform version of the above)
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#ModLoaderMod.install_script_extension("res://mods-unpacked/AuthorName-ModName/extensions/main.gd")
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#ModLoaderMod.install_script_extension("res://mods-unpacked/AuthorName-ModName/extensions/entities/units/player/player.gd")
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func install_script_hook_files() -> void:
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extensions_dir_path = mod_dir_path.path_join("extensions")
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ModLoaderMod.install_script_hooks("res://main.gd", extensions_dir_path.path_join("main.gd"))
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func add_translations() -> void:
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# ! Place all of your translation files into this directory
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translations_dir_path = mod_dir_path.path_join("translations")
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# ! Load translations for your mod, if you need them.
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# ! Add translations by adding a CSV called "modname.csv" into the "translations" directory.
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# ! Godot will automatically generate a ".translation" file, eg "modname.en.translation".
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# ! Note that in this example, only the file called "modname.csv" is custom;
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# ! any other files in the "translations" directory were automatically generated by Godot
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ModLoaderMod.add_translation(translations_dir_path.path_join("modname.en.position"))
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func _ready() -> void:
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ModLoaderLog.info("Ready", LOG_NAME)
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# ! This uses Godot's native `tr` func, which translates a string. You'll
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# ! find this particular string in the example CSV here: translations/modname.csv
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ModLoaderLog.info("Translation Demo: " + tr("MODNAME_READY_TEXT"), LOG_NAME)
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