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- Revised the `getting-started.md` and `documentation-layout.md` files to improve clarity and organization of content. - Enhanced descriptions and added tables for better readability in the `getting-started.md` file. - Updated the `greg-hooks-registry.md` to reflect changes in the hook mapping and clarify the role of `greg_hooks.json`. - Adjusted the `fmf-hook-naming.md` and `fmf-hooks-catalog.md` to emphasize the transition from legacy naming conventions to the new `greg.*` format. This commit aims to improve the overall clarity and usability of the documentation, ensuring users have a better understanding of the framework and its components.
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title, sidebar_label
| title | sidebar_label |
|---|---|
| Framework | Framework |
Language: mod, plugin, and extension logic must be written in C# — see Modding language (C# only).
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 FrikaMF runtime provides:
- Harmony patch integration for gameplay hooks
- Event dispatch and stable event contracts
- Native bridge for Rust modules
- Shared game API abstractions for mod authors
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 — Kurzüberblick / Redirect (ersetzt altes
HookNames) - greg hooks registry (IL2CPP) —
greg_hooks.json, Generator, Harmony-Deduplizierung - Framework architecture — runtime layout and bridges