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ModCore: Expanded Mod Support (Custom Characters and Songs with 0 Code!) #2277
ModCore: Expanded Mod Support (Custom Characters and Songs with 0 Code!) #2277
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Small change to trigger CI
This allows them to be overridden through merging.
Ooh this is actually really cool! |
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what happened with the html5 ci build?
Friday Night Funkin': Actually Moddable (holy shit) (it happened) (and it works too) (woah) |
It broke because my fork of Polymod didn't disable itself on HTML5 builds properly, I fixed it but I need to get this PR's code build actions to trigger again, probably by making another commit...
...and I found something to fix! Perfect. |
Like you explained your username |
yeah mhm i totally read the readme on the repo and didn't just download the default branch like a dumbass |
You have to either:
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yeah i DID and it still gives me modcore-1.7 |
Run the following commands then:
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coolio |
I'm considering the next version of KE 2.0 |
This pull request changes the following:
Characters
constructor into the JSON files.freeplaySonglist.txt
file) without crashing._meta.json
in the song folder rather than in the NAME of a.offset
file. This was necessary to allow mods to override it.milf
) or the song name (the readable name to display to the user, such asM.I.L.F
). The readable name is included in the_meta.json
.As stated in the title, we can now create mods which add new characters and songs. No code needed.
Watch the demo, with included commentary discussing PolyMod.
Attached is the mod I developed to test this functionality. It adds Improbable Outset to the freeplay menu for you to play. Download and build this branch, then unzip and place it in the mods folder like in the demo.
trickyMod.zip