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