Skip to content

ModLoaderMod

This class provides helper functions to build mods. These are the main methods your mods will use.

Methods Overview🔗

Method Description
install_script_extension Install a script extension that extends a vanilla script.
register_global_classes_from_array Register an array of classes to the global scope, since Godot only does that in the editor.
add_translation Add a translation file.
get_mod_data Gets the ModData from the provided namespace.
get_mod_data_all Gets the ModData of all loaded Mods as Dictionary.
is_mod_loaded Returns true if the mod with the given mod_id was successfully loaded.
append_node_in_scene Appends a new node to a modified scene.
save_scene Saves a modified scene to a file.
get_unpacked_dir Returns the path to the directory where unpacked mods are stored.

Methods🔗

install_script_extension🔗

GDScript
func install_script_extension(child_script_path: String) -> void
Install a script extension that extends a vanilla script. The child_script_path should point to your mod's extender script.

Example: "MOD/extensions/singletons/utils.gd"

Inside the extender script, include extends {target} where {target} is the vanilla path.

Example: extends "res://singletons/utils.gd".

?> Your extender script doesn't have to follow the same directory path as the vanilla file, but it's good practice to do so.

To learn more about script extensions, read: Script Extensions

Parameters: - child_script_path (String): The path to the mod's extender script.

register_global_classes_from_array🔗

GDScript
func register_global_classes_from_array(new_global_classes: Array) -> void
Register an array of classes to the global scope since Godot only does that in the editor.

Format: { "base": "ParentClass", "class": "ClassName", "language": "GDScript", "path": "res://path/class_name.gd" }

You can find these easily in the project.godot file under _global_script_classes (but you should only include classes belonging to your mod)

?> Using this method creates the override.cfg file in the game directory. If a mod uses it, the player is required to restart the game once, otherwise it may cause a crash as elements referred to by the class will be inaccessible. Additionally, any other Godot application (like the workshop uploader) will crash due to mismatched project settings.

Parameters: - new_global_classes (Array): An array of class definitions to be registered.

add_translation🔗

GDScript
func add_translation(resource_path: String) -> void
Add a translation file.

?> The translation file should have been created in Godot already, such as when importing a CSV file. The translation file should be in the format mytranslation.en.translation.

Parameters: - resource_path (String): The path to the translation resource file.

get_mod_data🔗

GDScript
func get_mod_data(mod_id: String) -> ModData
Gets the ModData from the provided namespace

Parameters: - mod_id (String): The ID of the mod.

Returns: - ModData: The ModData associated with the provided mod_id, or null if the mod_id is invalid.

get_mod_data_all🔗

GDScript
func get_mod_data_all() -> Dictionary
Gets the ModData of all loaded Mods as Dictionary.

Returns: - Dictionary: A dictionary containing the ModData of all loaded mods.

is_mod_loaded🔗

GDScript
func is_mod_loaded(mod_id: String) -> bool
Returns true if the mod with the given mod_id was successfully loaded.

Parameters: - mod_id (String): The ID of the mod.

Returns: - bool: true if the mod is loaded, false otherwise.

append_node_in_scene🔗

GDScript
func append_node_in_scene(modified_scene: Node, node_name: String = "", node_parent = null, instance_path: String = "", is_visible: bool = true) -> void
Appends a new node to a modified scene.

Parameters: - modified_scene (Node): The modified scene where the node will be appended. - node_name (String): (Optional) The name of the new node. Default is an empty string. - node_parent (Node): (Optional) The parent node where the new node will be added. Default is null (direct child of modified_scene). - instance_path (String): (Optional) The path to a scene resource that will be instantiated as the new node. Default is an empty string resulting in a Node instance. - is_visible (bool): (Optional) If true, the new node will be visible. Default is true.

save_scene🔗

GDScript
func save_scene(modified_scene: Node, scene_path: String) -> void
Saves a modified scene to a file.

Parameters: - modified_scene (Node): The modified scene instance to be saved. - scene_path (String): The path to the scene file that will be replaced.

get_unpacked_dir🔗

GDScript
func get_unpacked_dir() -> String
Returns the path to the directory where unpacked mods are stored.

Returns: - String: The path to the unpacked mods directory.

Constants Descriptions🔗

LOG_NAME🔗
GDScript
const LOG_NAME: String = "ModLoader:Mod"