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Revised multiple documentation files to replace instances of "FrikaMF" with "gregCore," reflecting the updated naming conventions and project structure. This change enhances consistency and clarity across the documentation, ensuring that users and contributors have accurate information regarding the framework and its components.
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1.8 KiB
title, sidebar_label
| title | sidebar_label |
|---|---|
| Framework | Framework |
Languages: gameplay and script mods can be written in C#, Lua (MoonSharp, greg.* API), or Rust / native (FFI) — see Modding language support. Lua API reference (events, hooks, Unity handles, I/O): Language Bridges README.
Stack position: gameplay mods sit on top of plugins and the framework SDK; the ModManager (MAUI) is the out-of-game front-end — see System architecture & documentation principles.
The core runtime ships as gregCore.dll (MelonLoader loads this assembly; not a legacy FrikaModdingFramework.dll name). It provides:
- Harmony patch integration for gameplay hooks
- Event dispatch and stable event contracts (
greg.*) - Language bridges (C# direct, Lua via
LuaLanguageBridge, Rust viaFFIBridge/RustLanguageBridgeAdapter) - Shared game API abstractions for mod authors (C# SDK and Lua
greg.*modules)
Core references
- FMF hooks (generated) — hook surface and categories (deklarativ; kann der JSON-Registry folgen)
- FMF hook naming —
FMF.*Doku-Konvention - greg hooks catalog — EventId →
greg.*(GregNativeEventHooks, generiert) - FMF hooks catalog — short redirect (replaces old
HookNames) - greg hooks registry (IL2CPP) —
greg_hooks.json, Generator, Harmony-Deduplizierung - Framework architecture — runtime layout and bridges