Files
Super-Mario-Bros.-Remastere…/addons/mod_tool/templates/default/mod_main.gd
2025-09-13 16:30:32 +01:00

73 lines
3.0 KiB
GDScript

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)