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mod.toml
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96 lines (74 loc) · 3.08 KB
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# Config file for an example Majora's Mask: Recompiled mod.
# Fields that end up in the mod's manifest.
[manifest]
# Unique ID of this mod. Pick something long enough that it'll never be the same as any other mod.
# The name displayed in the mod management menu is separate from this so this doesn't need to be human readable.
id = "mm_recomp_mod_template"
# Version of this mod.
version = "1.0.0"
# The name that will show up for this mod in the mod menu. This should be human readable.
display_name = "Always Spin Attack"
# The description that will show up when this mod is displayed in the mod menu. This should be human readable.
description = """
This is an example mod for Majora's Mask: Recompiled that can be used as a template for creating mods. \
When this mod is enabled, you will always perform a quickspin when swinging your sword.
For more details, see https://github.com/Zelda64Recomp/MMRecompModTemplate."""
# A short description that will show up in this mod's entry in the mod list. This should be human readable and kept short
# to prevent it from being cut off due to the limited space.
short_description = "Always perform a quickspin when swinging your sword."
# Authors of this mod.
authors = [ "Your name here" ]
# ID of the target recomp game.
game_id = "mm"
# Minimum version of the target recomp (e.g. Zelda 64: Recompiled) that this mod can run on.
minimum_recomp_version = "1.2.2"
# Dependency mods. Each entry is the mod's ID and then an optional minimum version of the dependency mod.
dependencies = [
# Example dependency:
# "modname:1.0.0"
]
# Optional dependency mods. This has the same format as `dependencies`, but the game will still start if dependencies in this
# list aren't present. You can query the presence of a given dependency by using `recomp_is_dependency_met` in recomputils.h.
# Calling a function imported from an optional dependency that isn't present will trigger an error.
optional_dependencies = [
]
# Native libraries (e.g. DLLs) and the functions they export.
native_libraries = [
# Example native library:
# { name = "my_native_library", funcs = ["my_native_library_function"] }
]
# Inputs to the mod tool.
[inputs]
# Input elf file to generate a mod from.
elf_path = "build/mod.elf"
# Output mod filename.
mod_filename = "mm_recomp_mod_template"
# Reference symbol files.
func_reference_syms_file = "Zelda64RecompSyms/mm.us.rev1.syms.toml"
data_reference_syms_files = [ "Zelda64RecompSyms/mm.us.rev1.datasyms.toml", "Zelda64RecompSyms/mm.us.rev1.datasyms_static.toml" ]
# Additional files to include in the mod.
additional_files = [ ]
[[manifest.config_options]]
id = "enum_option"
name = "Enum Option"
description = "Test enum config option"
type = "Enum"
options = [ "First", "Second" ]
default = "First"
[[manifest.config_options]]
id = "number_option"
name = "Number Option"
description = "Test number config option."
type = "Number"
min = 0
max = 10
step = 0.1
precision = 1
percent = false
default = 1
[[manifest.config_options]]
id = "string_option"
name = "String Option"
description = "Test string config option."
type = "String"
default = "Lorem Ipsum"