# Contributing to the mod platform Two routes | You are... | Lane | Review bar | |---|---|---| | adding a mod to the gallery, or listing one in the showcase | [Lane A](#route-a--contributing-a-mod) | template + polish checklist + green `modkit validate` | | changing the loader, a registry schema, an event/hook name, or a manifest field | [Lane B](#route-b--contributing-an-engine--mod-api-change) | RFC + backward-compat statement + parity test + generated docs | If you are not sure which lane you are in, ask this: **could my change make somebody else's existing mod behave differently?** If yes, it is Lane B. --- ## Route A — contributing a mod ### 1. Scaffold ```sh python3 tools/modkit.py scaffold my_mod --profile content ``` `--profile` is one of `content`, `overhaul`, `total_conversion`. The scaffold refuses to overwrite an existing directory, and prints the next commands. Or copy the gallery entry closest to your intent — that is what the gallery is for: | You want to... | Copy | |---|---| | change numbers | `mods/examples/example_balance_tweaks` | | change art | `mods/examples/example_shiny_palette` | | add music or cries | `mods/examples/example_jukebox` | | add a quest, NPC or dialogue | `mods/examples/example_lost_parcel` | | change how battles work | `mods/examples/example_weather` | | add a screen or a tool | `mods/examples/example_dexnav` | | build a whole new game | `mods/examples/example_mini_conversion` | ### 2. What the PR must contain 1. **A green `modkit validate`.** CI runs it; so should you. ```sh python3 tools/modkit.py validate mods/examples/ --base imported python3 tools/modkit.py lint mods/examples/ ``` `validate` drives the *real* loader headlessly, so a mod that passes here does not surface load errors in game. `--base imported` folds against the full vanilla id space; without it, rules that can only be decided against real Red content (`MK103`, the patch-target check) are reported as skipped rather than guessed at. 2. **A `tests/` directory** with at least one suite that loads the mod through the headless loader and asserts its *stated effect* — not just that it loaded. ```lua package.path = "./?.lua;./?/init.lua;" .. package.path local T = require("tests.modkit") local Data = require("src.core.Data"); Data:load() local run = T.sdk.loadMod("mods/examples/my_mod", { data = Data }) T.eq(#run.errors, 0, "loads clean") T.eq(Data.pokemon.PIKACHU.baseStats.speed, 120, "the patch landed") run.release() T.finish("my_mod") ``` Add a `.modkitignore` listing the suite so it stays out of the distributed package — a test requiring engine modules is a private-require finding against the shipped archive, and `pack` treats warnings as fatal. 3. **A `README.md`** that opens with one sentence saying what the mod does, names its persona, and gives the three commands to try it. No prerequisites the scaffold did not already create. 4. **A `mod.card`** meeting the [§3.2 schema](#modcard): ```lua return { summary = "One sentence, <=100 chars.", author = "Your handle", -- never blank; no author is anonymous by omission tags = { "balance", "beginner" }, differences = { changed = {…}, added = {…}, known = {…} }, credits = { { who = "…", for_ = "original chiptune arrangement" } }, compat = { engine = ">=1.0.0 <2.0.0", modApi = 2 }, } ``` 5. **A `CHANGELOG.md`** in keep-a-changelog format, with a heading matching `manifest.version`. `validate` warns when the version advanced without one. 6. **Disabled by default.** Gallery entries live in `mods/examples/`, which the loader's one-level discovery does not walk, so a fresh install discovers none of them and the vanilla game is unchanged. 7. **No ROM-derived bytes.** Art and audio ship as originals or as a `transforms.lua` operating on the player's own cache. `modkit lint` is the hard floor; see [the legal posture](#legal-posture-non-negotiable). CI checks 1, 2, 6 and 7 mechanically. A reviewer checks 3, 4, 5 and the polish checklist. ### 3. Category `manifest.category` is a closed vocabulary. An unknown value is a warning, not a hard error, so the list can grow without breaking old mods. | category | Meaning | Typical profile | |---|---|---| | `TWEAK` | Small data edits: stats, prices, learnsets, encounter tables | content | | `BALANCE` | Systematic rebalance across many records or a ruleset | content / overhaul | | `CONTENT` | New species / moves / items / maps / trainers | content | | `QUEST` | New story, NPCs, dialogue, cutscenes | content | | `MECHANIC` | New or changed battle/field mechanics via hooks/effects | overhaul | | `GRAPHICS` | Sprite / tileset / palette / font changes | content | | `LANGUAGE` | A translation: `text`, `strings` and the glyphs it needs | content | | `AUDIO` | Music, sfx, cries | content | | `UI` | New or modified screens, menus, overlays | content / overhaul | | `TOOL` | Dev/QoL utilities, overlays, inter-mod libraries | content | | `TOTAL_CONVERSION` | Full re-theme; owns its own tri-ledger | total_conversion | | `OTHER` | Fallback | any | `GAMEPLAY` is accepted as an alias for `TWEAK`, so `example_mew_starter` keeps validating with the value it has shipped since before the taxonomy existed. A translation may also set `"language": true` in the manifest. That is the one claim online play acts on: an install running nothing but verified translations may take an ONLINE MATCH or a TOURNAMENT instead of being asked to restart vanilla. The claim is checked, not taken -- the mod qualifies only if every record it writes lands in `text`, `strings` or `font`, it wraps no hook, subscribes to no event and requests no permission. Anything else and it is an ordinary content mod that happens to ship text. ### 4. `games` (and the legacy `gen2compat`) Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script VM and save format. The mod API is shared across both generations (same hook names, same event names, same registry names) but Gold cannot serve all of it yet, so Gen 2 is opt-in. Say which games the mod is for: ```json "games": ["gen1", "gen2"] ``` Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`), a generation (`"gen1"`, `"gen2"`) or `"all"`; `src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing restates the game list. `python3 tools/modkit.py scaffold my_mod --games gen1,gen2` writes the key for you. The mod still installs to one directory, `mods//`, shared by every game -- targeting is declared, never filed. Absent means Gen 1 only, which is what every mod written before the key existed was tested as. `"gen2compat": true` is the legacy spelling, still accepted and purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually run your mod on Gold. Every token is enforced, per game: the loader gates on the same `ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]` really does not load on Red and the skip line is the launcher's line, `For Blue, not Red`, and `"games": ["gold"]` alone does not load on Red either. A manifest with neither key still covers every Gen 1 game, so nothing written before the key existed changes behavior; list both generations or say `"all"` when you mean everywhere. `docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1, and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their writes with a report, and which hooks and events are still to come. `docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a Gen 1 mod, and it is the one to start from. Two consequences worth knowing before you claim Gen 2. **Dependencies are contagious.** A mod whose hard dependency does not run here is left out too, with the dependency's own wording (`depends on X, which does not run here (For Blue, not Red)`). It is reported as a skip, not as a failure, and neither mod lands on the boot error list, but the mod does not run, so every hard dependency has to cover the same games. **The player can override you.** The claim is yours, and a mod written before the key existed can never carry one, so the manager's detail pane offers `TRY HERE ANYWAY` for any mod that does not claim the game being played. It persists per game in `options.modsGen2[id][version]` and takes effect on the next boot; forcing a mod onto Red does not force it onto Gold. A forced mod loads normally and keeps a note saying its author never verified it here. **Prefer the API on Gold, but the Gen 1 names still work.** Gen 2 is a parallel module tree behind `src/core/Game2.lua`. In new code take the live game from `mod.game` (or the `game.ready` payload, or any `ui.*` hook's first argument) and the world from `mod.world`; both resolve per generation, and neither needs `engine_internals`. For the mods written before Gold existed, a require made from a mod's own file is answered on a Gold boot by an adapter presenting the Gen 1 API over Gen 2 internals. Fifteen names are served -- `src.core.Game`, `src.world.OverworldController`, `src.world.Map`, `src.world.NPC`, `src.world.Collision`, `src.world.WorldAPI`, `src.world.PikachuFollower`, `src.world.FieldDefaults`, `src.pokemon.Boxes`, `src.script.ScriptRunner`, `src.ui.PartyMenu`, `src.ui.StartMenu`, `src.ui.OptionsMenu`, `src.ui.BoxMenu` and `src.battle.BattleState`. `src/mods/Gen2Compat.lua` is the full table and publishes what it covers through `Gen2Compat.coverage(name)`, whose members are `backed`, `warned` or `absent`. A name with no adapter (`src.script.Commands`, `src.ui.OptionRows`) is reported against the mod that required it, and a member an adapter cannot back is absent or logs once rather than answering wrongly. Things no adapter can fix, all mod-side: a hardcoded version allow-list (`GameVersion.get() == "red" or ...`) excludes you from Gold by construction; Gold's builtin screen ids carry a `Gen2` prefix, so a string match on `"BoxMenu"` matches nothing there; a write to a field on a live Gen 2 menu instance is inert; and `map.warpAt` is a table on Gen 1 and a method on Gold, so indexing it raises. Each has a route that works on both generations, in `docs/preparing-your-mod-for-gen2.md`. Check it statically, then load it headless: ```sh python3 tools/modkit.py gen2check mods/my_mod ``` ```lua local run = T.sdk.loadMod("mods/my_mod", { generation = 2 }) T.eq(run.mod and run.mod.state, "loaded", "runs on gen 2: " .. tostring(run.mod and run.mod.skipReason)) T.eq(#run.errors, 0, "and loads with no boot errors") ``` Assert the state, not only the error count: a gate skip is deliberately not an error, so `#run.errors == 0` passes for a mod that never ran a line. `gen2check` answers `will load`, `will load but degrade` or `will not work`, with a `MK4xx` finding per site and an `unresolved:` note, with a file and a line, for every reach a static scan could not follow. Neither substitutes for a real Gold boot. ### 5. `mod.card` The manifest is the *engine's* contract: identity, load order, dependencies, permissions, profile. The card is the *human-facing* one: who made this, what it changes, what it does not do yet. It is never read by the loader's merge — only by tooling and the manager's detail pane — so an absent or malformed card can never break a load. Two fields deserve their own note: - **`differences`** is a self-declared tri-ledger, mirroring the discipline the engine holds itself to. `changed` and `added` let a player see the blast radius before installing; `known` is where you are honest about what is rough. A card with an empty `known` on a complex mod reads as carelessness, not polish. - **`screenshots[].transform`** describes a screenshot by the *driver script* that regenerates it from the player's build, rather than shipping the pixels. That is the legal posture extended to your marketing: a distributed mod never carries ROM-derived bytes, not even in its preview images. ### 6. Tags Lowercase kebab strings, open vocabulary. The showcase generator lowercases and de-dupes. A recommended starting set: `beginner`, `data-only`, `quality-of-life`, `hardcore`, `cosmetic`, `story`, `ruleset`, `audio`, `ui`, `total-conversion`. --- ## Route B — contributing an engine / mod-API change Changing the loader, a registry schema, an event or hook name, or a manifest field touches the **compatibility surface** the project promises to hold stable. Those PRs carry five obligations. ### 1. An RFC `docs/rfcs/NNNN-.md`, covering: - **Motivation** — the mod that cannot be written today. - **The decision it extends or amends** — name the D-number and the plan file, so the change is traceable to the design it modifies. - **The exact API delta** — new registry names, new schema fields, new event/hook names and their payload shapes and call sites. - **A migration note for existing mods** — what an author has to do, if anything. "Nothing" is a valid and preferred answer. ### 2. A backward-compatibility statement Show that the v1 surface still works: `content.X:register/override/get`, `events:on`, `hooks:wrap`, `mod.log`, `mod:read`, the manifest v1 fields, and `pokemon.before_give`. **A change that would break a v1 mod is rejected unless it is additive-with-alias.** `mods/example_mew_starter` is the live proof: it is api 1, uses `category = "GAMEPLAY"`, copies a whole species record because `patch` did not exist yet, and it must keep loading unchanged. ### 3. A parity-guarantee test Two tests, not one: - **The no-mod test** — vanilla behavior is unchanged with nothing installed. A new hook with no subscriber must return the vanilla value; a new registry must be a provable no-op when empty; a new event must not allocate its payload when nothing wants it (`Runtime.wants(name)` / `Runtime.wantsHook(name)` guard the hot paths). - **The mod-API test** — the new seam, exercised through the *public* mod API rather than by reaching into internals. If the test has to require a private module to drive your seam, the seam is not finished. ### 4. Docs with the change The reference pages are generated from `src/mods/Schemas.lua`, so a new registry or a new schema field lands with its catalog entry in the same PR and the generator runs clean: ```sh luajit tools/gen_registry_docs.lua # docs/modding/reference/registries.md luajit tools/gen_registry_docs.lua ../project.wiki # Reference-Registries.md in a wiki checkout ``` With no argument it writes inside the repo, which is the copy `python3 tools/modkit.py docs` regenerates and `--out` copies from. Pass a directory (or set `POKEPORT_DOCS_DIR`) to write the wiki's flat page name into a wiki checkout instead. The prose reference lives in the GitHub wiki; both copies come off `src/mods/Schemas.lua`, so neither can drift from the engine. ### 5. Deprecation etiquette **Nothing is removed.** A superseded seam is marked deprecated in the generated reference with its replacement named, keeps firing and working, and is listed in the deprecations page. `pokemon.before_give` is the worked precedent: the `pokemon.give` hook supersedes it, and it is grandfathered forever anyway. ### Review PRs touching `src/mods/`, `src/mods/Schemas.lua`, or the event/hook catalog need the RFC label and a green parity gate before merge. --- ## The polish checklist Every gallery example and every community mod the guide recommends meets this bar. `[auto]` items are checked by `modkit validate`; `[review]` items by a human. ### Error messages - `[auto]` No bare `error()` or `assert()` in mod callbacks. Every failure path uses `mod.log:warn` / `mod.log:error` — the loader already prefixes `[modid]` — **and names a remediation**: ```lua -- no local mew = assert(mod.content.pokemon:get("MEW"), "Mew is missing") -- yes if not mod.content.pokemon:get("MEW") then mod.log:warn("MEW missing from the merged view -- is a species mod " .. "loaded before this one? speed patch skipped") return end ``` - `[review]` Every registration is validated against its schema, so a typo is a load-time message naming the field, not a nil-index crash three screens later. ### Empty states - `[review]` Every screen a mod adds renders a sentence when its data set is empty — "No songs registered", "Nothing seen yet" — never a blank box. `ListMenu` gives you this for free. ### First-run experience - `[review]` The README opens with one sentence of what the mod does, then the commands to try it. - `[auto]` The mod loads clean on a fresh install — zero `Loader.errors` — with only its declared dependencies. - `[review]` Options have sane defaults, so the mod does something useful before the player opens its options pane. ### Credits and honoring authors - `[review]` `mod.card.credits` names every upstream contribution — art, music arrangement, borrowed code — and what it was for. A mod that ports another community work credits it and links it. - `[auto]` `mod.card.author` (or `authors`) is present and non-empty. The showcase and the manager both surface it, so no author is anonymous by omission. - `[review]` Asset provenance is honest: originals declared original, cache-derived output produced by a declared transform, third-party assets credited and license-compatible. ### Legal posture (non-negotiable) - `[auto]` **No ROM-derived bytes in the packaged mod.** `modkit pack` refuses otherwise, and `pack` runs `validate --strict`, so even warnings block the archive. - `[review]` A total conversion carries the TC legal callout: the Red import still runs and supplies fallback infrastructure, the conversion overrides on top, and it distributes recipes rather than extracted content. --- ## Versioning etiquette Three version numbers coexist. **Engine version** — `src/core/Version.lua`. Major = a breaking change to the mod-facing schemas or API; minor = new backward-compatible seams; patch = bugfix. **Mod API version** — the integer `modApi`, currently `2`. Bumped only on a breaking change to the `mod` object surface. A manifest's `api` field pins the surface the mod was written against, so an api-2 mod keeps working when the engine ships api 3. **Your mod's version** — the manifest `version`, semver: | bump | when | |---|---| | patch | data fixes; no save-shape change, no new content ids | | minor | new content ids, new options with defaults, new optional deps | | major | removed or renamed content ids, a changed `mod.save` shape (needs a `mod.migrations:add(sinceVersion, fn)` entry), or a raised `game_version` floor | Declare the engine range you target in `game_version` (a semver range, e.g. `">=1.0.0 <2.0.0"`). The loader checks it on load; a mismatch is a clear, mod-attributed manager error, never a silent partial load. Every version change gets a `CHANGELOG.md` heading. `modkit validate` warns when `manifest.version` advanced without one.