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API Methods
Use these when creating your mods. See the docs for Delta-V Modding for more details.
| Method | Description |
|---|---|
| install_script_extension | Extend a vanilla script |
| add_translation_from_resource | Import a translation file (eg mod_text.en.translation) |
| append_node_in_scene | Create and add a node to a instanced scene |
| save_scene | Save the scene as a PackedScene, overwriting Godot's cache if needed |
| get_mod_config | Get data from a mod's config JSON file |
install_script_extension(child_script_path:String)Args:
func install_script_extension(
# res:// path to the extending script
childScriptPath:String
)Add a script that extends a vanilla script. This allows you to overwrite funcs, extend them, and add your own. See Script Inheritance in the Delta-V modding readme for more info on usage.
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(resource_path: String)Add a translation file, eg "mytranslation.en.translation". The translation file should have been created in Godot already (when you add a CSV to the filesystem, such a file will be created for you).
Note: This function is exclusive to ModLoader, and departs from Delta-V's two functions addTranslationsFromCSV and addTranslationsFromJSON, which aren't available in ModLoader.
append_node_in_scene(modified_scene, node_name:String = "", node_parent = null, instance_path:String = "", is_visible:bool = true)Args:
func appendNodeInScene(
# an instanced scene of a PackedScene you want to replace
modifiedScene:Scene,
# name of the new node
nodeName:String = "",
# path to the parent node in the PackedScene
nodeParent = null,
# path used to instanciate the node
instancePath:String = "",
# node visibility state
isVisible:bool = true
)Create and add a node to a instanced scene.
save_scene(modified_scene, scenePath:String)Args:
func saveScene(
# an instanced scene of a PackedScene you want to replace
modifiedScene:Scene,
# path to the PackedScene
scenePath:String
)Save the scene as a PackedScene, overwriting Godot's cache if needed.
get_mod_config(mod_id:String = "", key:String = "", default_value = null)->Dictionary:Get data from a mod's config JSON file. Does not return the data directly.
Returns a dictionary with three keys: data, error, and error_msg. These are explained below.
See Config JSON for info on setting up defaults and per-user overrides.
# Note the use of .data here
var do_thing = ModLoader.get_mod_config("AuthorName-ModName", "my_setting").dataData (data) is either the full config, or data from a specific key if one was specified.
If no user config JSON exists, data uses the defaults set in the mod's manifest.json (see Config JSON below). Returns an empty dictionary ({}) if either a) the mod's manifest.json has no defaults, or b) the specified key doesn't exist.
Error (error) is 0 if there were no errors, or > 0 if the setting could not be retrieved:
| # | Description | Data |
|---|---|---|
0 |
No errors | As requested |
1 |
Invalid mod_id
|
{} |
2 |
No custom JSON exists | Defaults from manifest.json |
3 |
Invalid key. Custom JSON does not exist |
{} |
4 |
Invalid key. Custom JSON does exist |
{} |
Text representation of the error that occurred, intended to make debugging easier.
Note: This info comes from the docs for the Delta-V mod loader.
In order to allow modifying game functions without copying the contents of the functions or entire scripts in mod code, this system makes use of inheritance for hooking. We exploit the fact that all Godot scripts are also classes and may extend other scripts in the same way how a class may extend another class; this allows mods to include script extensions, which extend some standard game script and selectively override some methods.
For example, this simple script extension changes the path that save files are loaded from in the game Brotato.
# Our base script is the original game script.
extends "res://singletons/progress_data.gd"
# This overrides the method with the same name, changing the value of its argument:
func load_game_file(path:String = SAVE_PATH)->void:
var modded_path = path + "--modded.json"
# Calling the base method will call the original game method:
.load_game_file(modded_path)
# Note that if the vanilla script returned something, we would do this instead:
#return .load_game_file(modded_path)This script extension file's location would be here:
res://mods-unpacked/Author-ModName/extensions/singletons/progress_data.gd
To install it, call modLoader.install_script_extension from your mod's mod_main.gd, in _init:
extends Node
func _init(modLoader = ModLoader):
modLoader.install_script_extension('res://mods-unpacked/Author-ModName/extensions/singletons/progress_data.gd')To allow multiple mods to customize the same base script, installScriptExtension takes care to enable inheritance chaining. In practice, this is transparent to mods, and things should "just work".
If a script given to installScriptExtension extends from a game script which is already extended, then it will be extended from the last child script. For example, if we have two mods with a extends "res://main.gd" script, then the first mod's script will extend from the game's main, but after this "res://main.gd" will point at the extended script, so the second mod's script will extend from the first mod's script instead.
Warning
This documentation has moved!
You can find it here: https://wiki.godotmodding.com/
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