refactored to align with the gdscript style guides and naming conventions and stripped out some stuff that was unnecessary/didn't work
lure mods just have to extend the lure mod class and they'll inherit the logic for registering mods and resources. load resources in the mod's resources dir (and subdirectories) at init and add them to arrays in the mod so you only need one line of gdscript, just create a base resource and drag lure_item.gd or lure_cosmetic.gd into the script field
just needs resource loading logic in _register_mod for items and cosmetics to be up and running
refactored to align with the gdscript style guides and naming conventions and stripped out some stuff that was unnecessary/didn't work
lure mods just have to extend the lure mod class and they'll inherit the logic for registering mods and resources. load resources in the mod's
resources
dir (and subdirectories) at init and add them to arrays in the mod so you only need one line of gdscript, just create a base resource and draglure_item.gd
orlure_cosmetic.gd
into the script fieldjust needs resource loading logic in
_register_mod
for items and cosmetics to be up and running૮˶• ﻌ •˶ა ./づ~ ♡