
DDS Script Extensions
Lua driven script extensions for the DDS system to enable dynamic scripted text
Date uploaded | 3 days ago |
Version | 1.0.0 |
Download link | Piepieonline-DDS_Script_Extensions-1.0.0.zip |
Downloads | 144 |
Dependency string | Piepieonline-DDS_Script_Extensions-1.0.0 |
This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.733
Piepieonline-Asset_Bundle_Loader
Library. Provides helpers to load new assets into Shadows of Doubt. Includes functions for creating ScriptableObjects from raw JSON files, as well as built Unity AssetBundles
Preferred version: 2.0.3README
Piepieonline's DDSScriptExtensions
Lua driven script extensions for the DDS system to enable dynamic scripted text. Looks for JSON files named ddsscripts.sod.json
in the Bepinex mods directory and subdirectories.
ddsscripts.sod.json Format
Subset taken from the default ddsscripts file that comes with this mod
{
"values": {
"citizen": {
"selected_random": {
"seed": "tonumber(inputObject.seed)",
"script": "return 'Random number is: ' .. math.random(0, 10)"
},
"owner": {
"script": "return 'Current location owner is: ' .. inputObject.currentGameLocation.thisAsAddress.owners[0].citizenName"
}
},
"random": {
"alpha6": {
"script": "return string.format('#%06X', math.random(0, 0xFFFFFF))"
}
},
"city": {
"player_name": {
"script": "return Player.citizenName"
}
},
"time": {
"twohourslater": {
"script": "return SessionData.TimeString(tonumber(CSToString(inputObject)) + 2, true)"
}
}
},
"scopes": {
"citizen": {
"vmail_participant_a": {
"scope": "citizen",
"script": "return inputObject.thread.participantA > -1 and CityData.citizenDictionary[inputObject.thread.participantA] or nil"
}
}
}
}
- At the top level, scripts are split into scopes (contain other scopes and values) and values
- Each script is placed into an existing scope, which means that the relevent scope object will be passed in as inputObject (So for a letter, it'll have the evidence scope).
- The next level are keys that will be called from the DDS system, for example:
- values
|writer.custom_selected_random|
- Will generate a random number for each civilian, the same each time it is called|writer.custom_selected_random_1|
- Will call the above function, but generate a different number with an adjusted seed|writer.custom_owner|
- Will show the name of the owner of the current location of the writer|random.custom_alpha6|
- Will generate a random 6 digit hex code each time the text is shown|city.custom_player_name|
- Will show the player's citizen name|killer.lastmurder.time.custom_twohourslater|
- Will show the time (in 24 hour time) 2 hours after the previous murder was committed. Time is represented as a float where the integer component is hours since world start.
- scopes
|customscope_vmail_participant_a.fullname|
- Will set the scope to the first participant in the vmail chain, and then get the fullname value (Only valid in a vmail scope, which is based on the citizen scope)
- values
When referencing scope scripts from the DDS system, each needs to be prefixed with 'customscope_'. When referencing value scripts from the DDS system, each needs to be prefixed with 'custom_'. If a numeric postfix is attached, the generated seed will be offset by this number.
Debugging
There is a debugging configuration flag to log a lot of information from each script execution.
Scripts can also be reloaded at runtime by running DDSScriptExtensions.DDSScriptExtensionsPlugin.ReloadScriptList()
in UnityExplorer
Manual Installation
- Ensure you have BepInEx BE installed
- Extract the mod to ".\BepInEx\plugins", so you should have ".\BepInEx\plugins\DDSScriptExtensions\DDSScriptExtensions.dll"
Source:
https://github.com/piepieonline/ShadowsOfDoubtMods/tree/master/DDSScriptExtensions
CHANGELOG
1.0.0
- Initial Version