diff --git a/README.md b/README.md index b1e86d52..cfc399a0 100644 --- a/README.md +++ b/README.md @@ -2,10 +2,13 @@ A general purpose mod-loader for GDScript-based Godot Games. -For detailed info, see the [docs for Delta-V Modding](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md), upon which ModLoader is based. The docs there cover mod setup and helper functions in much greater detail. +See the [Wiki](https://github.com/GodotModding/godot-mod-loader/wiki) for additional details, including [Helper Methods](https://github.com/GodotModding/godot-mod-loader/wiki/Helper-Methods) and [CLI Args](https://github.com/GodotModding/godot-mod-loader/wiki/CLI-Args). + ## Mod Setup +For more info, see the [docs for Delta-V Modding](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md), upon which ModLoader is based. The docs there cover mod setup in much greater detail. + ### Structure Mod ZIPs should have the structure shown below. The name of the ZIP is arbitrary. @@ -57,69 +60,6 @@ Mods you create must have the following 2 files: } ``` -#### Notes on meta.json - -Some properties in the JSON are not checked in the code, and are only used for reference by yourself and your mod's users. These are: - -- `version` -- `compatible_game_version` -- `authors` -- `description` -- `website_url` - - -## Helper Methods - -Use these when creating your mods. As above, see the [docs for Delta-V Modding](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md) for more details. - -### install_script_extension - - func install_script_extension(child_script_path:String) - -Add a script that extends a vanilla script. `child_script_path` is the path to your mod's extender script path, eg `MOD/extensions/singletons/utils.gd`. - -Inside that extender script, it should include `extends {target}`, where {target} is the vanilla path, eg: `extends "res://singletons/utils.gd"`. - -Your extender scripts don't have to follow the same directory path as the vanilla file, but it's good practice to do so. - -One approach to organising your extender scripts is to put them in a dedicated folder named "extensions", eg: - -``` -yourmod.zip -├───.import -└───mods-unpacked - └───Author-ModName - ├───mod_main.gd - ├───manifest.json - └───extensions - └───Any files that extend vanilla code can go here, eg: - ├───main.gd - └───singletons - ├───item_service.gd - └───debug_service.gd -``` - -### add_translation_from_resource - - add_translation_from_resource(resource_path: String) - -Add a translation file, eg "mytranslation.en.translation". The translation file should have been created in Godot already: When you import a CSV, such a file will be created for you. - -Note that this function is exclusive to ModLoader, and departs from Delta-V's two functions [addTranslationsFromCSV](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md#addtranslationsfromcsv) and [addTranslationsFromJSON](https://gitlab.com/Delta-V-Modding/Mods/-/blob/main/MODDING.md#addtranslationsfromjson), which aren't available in ModLoader. - -### append_node_in_scene - - append_node_in_scene(modified_scene, node_name:String = "", node_parent = null, instance_path:String = "", is_visible:bool = true) - -Create and add a node to a instanced scene. - -### save_scene - - save_scene(modified_scene, scenePath:String) - -Save the scene as a PackedScene, overwriting Godot's cache if needed. - - ## Credits 🔥 ModLoader is based on the work of these brilliant people 🔥