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	 78f68b3be1
			
		
	
	78f68b3be1
	
	
	
		
			
			* Update Mod Loader and Tool addons * Mod tool checks if script exists before reloading * Change script export mode to Text for hook export * Change return type of load_image_from_path to Texture2D
		
			
				
	
	
		
			131 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
			
		
		
	
	
			131 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
| 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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| ## Highlighting color for warning type log messages
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| @export var warning_color := Color("#ffde66")
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| ## Highlighting color for success type log messages
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| @export var success_color := Color("#5d8c3f")
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| ## Highlighting color for info type log messages
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| @export var info_color := Color("#70bafa")
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| ## Highlighting color for hint type log messages
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| @export var hint_color := Color("#b293fa")
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| ## Highlighting color for debug type log messages
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| @export var debug_color := Color("#d4d4d4")
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| ## Highlight debug log prefixes with bold formatting
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| @export var debug_bold := true
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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