Adding your own modules
Updated for version 3.38.
This modules let's you add custom modules.
The name of the module you use as the meta of the module definition is 'Modules' or 'ModulesModule' if
_force_search
is set to true in the module definition.<Modules directory>
<module file name type_name/>
<modules directory>
</Modules>
Parameter | Type | Description |
---|---|---|
directory | String | An optional directory for the modules. All modules will join their file to this directory |
Parameter | Type | Description |
---|---|---|
file | String | The file path to module. This will join the mod path + directory |
type_name | String | The friendly/short name for your module to be defined from BeardLib mods |
name | String | The name of the module class you just made in your file. Defaults to type_name + Module |
Modules loaded through this method have to be loaded from mods that have very high priority; making sure all mods that want to use this module, are able to.
<Modules directory="Modules">
<module file="FoodModule.lua" name="FoodModule" type_name="Food"/>
</Modules>
The module will inherit either ModuleBase or ItemModuleBase (for tweakdata stuff)
Modules/FoodModule.lua:
FoodModule = FoodModule or class(ModuleBase)
function FoodModule:Load()
self:OrderFood()
end
function FoodModule:OrderFood()
local order = self._config.order
-- TODO
end
And a mod that would want to use this module:
<Food order="spaghetti"/>
This adds a food module! The heisters are pretty hungry after a day of heisting so they gotta eat.
Just... Gotta code it.
Last modified 10mo ago