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Mod Management #9
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* Added a few classes and interfaces for the ModManager. * Added activation support for mods. The mod list is now a button list and the mods can be activated or deactivated by clicking. - Coloring green/gray. - Excluded Framework mod from actions. * Changed ModLoader and more to support ModManager. * Changed ModBase to support Cleanup on deactivation. * Added de language. * Tested. TODOs: - Maybe changing the Patcher for a better ModManger support. - Rewrite the ModListGameState
Thanks for the PR. Before I merge, I have a few questions and things that need changed:
Overall I think this is a decent idea and I've been thinking about implementing a number of the items in it, but the PR needs some work before it's ready to be merged. Additionally there are some fairly large architectural changes here and I need to give them some thought. If you can work on the items above I'll give the structure some thought. |
Yea, im in a gtihub project ;D
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* Added legacy load functionality * Removed unused imports
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Looks like I missed something important with the mods for this game! :-) Please send a screenshot of what it looks like! |
@NeoRider7 This has not been merged and as such is not currently a part of the framework. To be completely honest this was opened around the time I stopped working on PB so I can't remember what the current state of the PR is/if it need work before merging. If I were to get back into writing mods for PB I'd have to review the codebase to see if anything needs changed. |
-- Coloring green/gray.
-- Excluded Framework mod from actions.
TODOs: