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Mod Creation/Enabling DevTools for the Steam and Epic Clients: Difference between revisions

From Melvor Idle
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more formatting
m (→‎Setup: formatting)
m (more formatting)
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<li>Place the contents of the nwjs-sdk* directory in the Melvor Idle installation directory.</li>
<li>Place the contents of the nwjs-sdk* directory in the Melvor Idle installation directory.</li>
<li>Place the icons, styles, and source (i.e. scripts or sources) directories of the extracted extensions in the Melvor Idle installation directory.</li>
<li>Place the icons, styles, and source (i.e. scripts or sources) directories of the extracted extensions in the Melvor Idle installation directory.</li>
</ol>


===Loading Scripts===
===Loading Scripts===
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==Auto-loading Scripts in Steam==
==Auto-loading Scripts in Steam==
# Create a .js file in the Melvor Idle directory.
<ol>
# Set the contents of the .js file
<li>Create a .js file in the Melvor Idle directory.</li>
setTimeout(function(){
<li>Set the contents of the .js file</li>
      /*insert all of the commands you would normally put in the console to load your scripts*/
<ul>
}, 15000);
<li>The 15000 is just to give the game 15 seconds to get up and running, it doesn't seem to matter if it fires on the character screen or once you load a character.</li>
/* the 15000 is just to give the game 15 seconds to get up and running, it doesn't seem to matter if it fires on the character screen or once you load a character.*/
</ul>
# Add the following code to the parameters of package.json
<pre>setTimeout(function(){
"inject_js_end": "pathToYourFile/yourFileName.js"
    /*insert all of the commands you would normally put in the console to load your scripts*/
}, 15000);</pre>
<li>Add the following code to the parameters of package.json</li>
<pre>"inject_js_end": "pathToYourFile/yourFileName.js"</pre>
</ol>


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[[Category:Guides]]
[[Category:Guides]]
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