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Merge pull request #1769 from MaxTomahawk/adaptive-trainers/mod-developer-mode
feat(mod-api): expose loader developer mode
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+27
-4
@@ -761,15 +761,38 @@ the hook context.
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## Developer console
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Boot with developer mode on to unlock the in-game console and hot-reload
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hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass
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`--developer` on the command line:
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On a Gen 1 boot, developer mode unlocks the in-game console and hot-reload
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hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass `--developer`
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on the command line:
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```sh
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love . --developer
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```
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While developer mode is active:
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The mod loader independently derives a matching boolean for every sandboxed
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entry chunk as `mod.developer`. It is available while the entry file is
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loading, so a mod can keep diagnostic commands, screens, and verbose tracing
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out of player builds:
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```lua
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if mod.developer then
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mod.commands:register("my_mod:diagnostics", function(ctx)
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-- open or print this mod's diagnostic view
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end)
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end
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```
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`mod.developer` is a plain boolean snapshot for this boot. It grants no
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permission and exposes neither the process environment nor the loader. In a
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normal player boot it is `false`; `POKEPORT_DEV=1` and `--developer` make it
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`true`. On Gen 1 those inputs separately enable the console and hot-reload
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hotkeys. The headless loader's `opts.dev` test seam changes only the loader
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signal and diagnostics; it does not enable the game's console or hot reload.
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Gold exposes the same `mod.developer` boolean but does not implement the Gen 1
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console or hotkeys. Use a mod option for player-facing feature toggles rather
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than treating developer mode as configuration.
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While developer mode is active on Gen 1:
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- `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`,
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`data` and `mods` in scope. Press `` ` `` again to close it.
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