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docs: 📝 reworked comments
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addons/mod_loader/resources/options_profile.gd

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@@ -4,45 +4,48 @@ extends Resource
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## Class to define and store Mod Loader Options.
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## Settings for the game version validation.
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## Settings for game version validation.
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enum VERSION_VALIDATION {
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## The default semver version validation
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## Uses the default semantic versioning (semver) validation.
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DEFAULT,
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## Activate this option to disable validation of the game version specified in [member semantic_version]
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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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## Activate this option to use a custom game version validation, use the [member customize_script_path]
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## to specify a script to customize the Mod Loader Options. In this script you have to set [member custom_game_version_validation_callable]
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## with a custom validation [Callable].
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##
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##[codeblock]
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##extends RefCounted
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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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##
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##func _init(ml_options: ModLoaderOptionsProfile) -> void:
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## # Setting the custom_game_version_validation_callable here.
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## # Use `OS.has_feature(feature_tag)` to apply different validations for different feature tags.
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## ml_options.custom_game_version_validation_callable = custom_is_game_version_compatible
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## Example:
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## [codeblock]
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## extends RefCounted
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##
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## func _init(ml_options: ModLoaderOptionsProfile) -> void:
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## # Assign a custom validation function.
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## # Use `OS.has_feature(feature_tag)` to apply different validations for different platforms.
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## ml_options.custom_game_version_validation_callable = custom_is_game_version_compatible
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##
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##func custom_is_game_version_compatible(manifest: ModManifest) -> bool:
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## print("! ☞゚ヮ゚)☞ CUSTOM VALIDATION HERE ☜゚ヮ゚☜) !")
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## func custom_is_game_version_compatible(manifest: ModManifest) -> bool:
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## print("! ☞゚ヮ゚)☞ CUSTOM VALIDATION HERE ☜゚ヮ゚☜) !")
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##
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## var mod_id := manifest.get_mod_id()
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## var mod_id := manifest.get_mod_id()
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##
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## for version in manifest.compatible_game_version:
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## if not version == "pizza":
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## manifest.validation_messages_warning.push_back(
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## "The mod \"%s\" may not be compatible with the current game version.
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## Enable at your own risk. (current game version: %s, mod compatible with game versions: %s)" %
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## [mod_id, MyGlobalVars.MyGameVersion, manifest.compatible_game_version]
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## )
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## return false
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## for version in manifest.compatible_game_version:
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## if not version == "pizza":
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## manifest.validation_messages_warning.push_back(
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## "The mod \"%s\" may not be compatible with the current game version.
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## Enable at your own risk. (current game version: %s, mod compatible with game versions: %s)" %
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## [mod_id, MyGlobalVars.MyGameVersion, manifest.compatible_game_version]
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## )
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## return false
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##
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## return true
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##[/codeblock]
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## return true
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## [/codeblock]
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##
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## Using the customization script allows you to place your custom code outside of the addon directory to simplify mod loader updates.
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## Using a customization script allows you to keep your custom code outside the addon directory,
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## making it easier to update the mod loader without affecting your modifications.
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##
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CUSTOM,
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}
@@ -56,10 +59,11 @@ enum VERSION_VALIDATION {
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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 initialized with [member ModLoaderStore.ml_options] as an argument. Use it to apply any settings
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## that cannot be configured through the editor UI.
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## See [enum VERSION_VALIDATION] [code]CUSTOM[/code] or
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## [code]res://addons/mod_loader/options/example_customize_script.gd[/code] for an example.
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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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@export_group("Logging")
@@ -116,12 +120,15 @@ enum VERSION_VALIDATION {
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@export var disable_restart := false
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@export_group("Mod Validation")
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## Settings for validation of the game version specified in [member semantic_version]
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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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## This is the callable that is called during [ModManifest] validation.
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## See the example at [enum VERSION_VALIDATION] [code]CUSTOM[/code] to learn how to set this.
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@export var game_version_validation := VERSION_VALIDATION.DEFAULT
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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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## This is where the instance of [member customize_script_path] is stored.
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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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