For the basics of modding, refer to the Modding Guide. If you have any questions or need help, use this topic.
For the basics of modding, refer to the Modding Guide. If you have any questions or need help, use this topic.
Anyone have any clue why this doesn't work? I've got this in "mods/modname/scripts/characters/races.gd", but it doesn't seem to be doing anything.
https://pastebin.com/1swUp609
What do you mean by "doesn't seem to be doing anything." Have you looked at races.gd after applying?
If that's all the mod does, i don't see it actually having any impact on the game whatsoever. Nothing iterates over all races. Even if you added those 2 races here, currently you'd need to also modify a bunch of other code for them to actually be used anywhere.
Particularly all the races arrays in globals.gd, like say adding them to:
var starting_pc_races = ['Human', 'Elf', 'Dark Elf', 'Orc', 'Demon', 'Beastkin Cat', 'Beastkin Wolf', 'Beastkin Fox', 'Halfkin Cat', 'Halfkin Wolf', 'Halfkin Fox', 'Taurus']
Noticed the problem, I had same issue on new files i made. Tabs vs. spaces, the game uses tabs for indentation and the mod code all expects tabs. You need to convert all those spaces to tabs, then it should work.
Edit: It's more than that, testing out more. The mod code expects all following lines to begin with a tab too, so the "Race One" and "Race two" need to be indented. However, even with that, using a regex tester it doesn't match the regex the game is using for variables.
Edit2: The game's regex for variables does not support this far as I can tell,
(var.*=)\s([{]([^\{\}]*[\r\n]*)*[}])?([^\{\}\s]*)
That won't match anything with nested {}'s which are required for adding a race. You could work around this by defining your own races, and then appending them to the official ones during startup of the game? Otherwise, we'll need a new version that supports this. Basically that chunk of code needs to be amended to also accept a form where it's "var blah = {" followed by a series of lines starting with tab, and then ending with a }, similar to what it does for functions.
To work around this, instead of modifying races.gd, add your own file that defines those 2 races, then do something like this for scripts/globals.gd
It's possible to mod the mod system, to change that regular expression to something that would work better.
I wasn't very familiar with Godot syntax when I wrote that regular expression. I had to look up multi-line variables, and was not aware at the time that a dictionary with multiple values could be declared on a single line, and I couldn't even find an example of a static multi-dimensional array/dictionary and its declaration.
Regular expressions are... difficult to get right.
Having said that,
what is a regex tester and where can I find one?
Haha yeah... I tried to tweak the regex to get it working right, but bit burned out on coding from work to finish. I typically use a site like www.regex101.com so I can visually see how it's matching to a set of text. Can then stick in a variety of test cases and see how it responds. I was able to tweak it to accept:
var blah = {
<tab indented text>
}
But the solution wouldn't have worked for single lines. Likely could have made it work with some more groupings and or operators. I used that site earlier to figure out why some of my code wasn't working, as in my own mod,it also fails on:
var randomportraits = load(globals.modfolder + "/randomportraits/randomportraits.gd").new()
Because it only matches on
var randomportraits = load(globals.modfolder
and inserts that into the file, breaking the game. Thus, i did var blah = null, and then conditionally load it first time i need it.
The mod can't add a "races" variable, because that variable already exists in the script, so either they conflict (and the mod is not applied) or the one from the mod is overwritten.
Btw, can you define a variable before the "extends Node" statement?
I suggest to remove line 2 and 19 from the mod and insert the code after line 359 of races.gd, so that the new two races are pushed at the end of the existing list (the mod should start with <AddTo 358> or something like that, the number may be slightly wrong)
Also what Kyler2 said.
http://strive4power.wikia.com/wiki/Modding_Guide
I know about the conflict, but my understanding is that the <AddTo -1> tag should resolve it by modifying the object alone. I already sent this off to Maverik, and he didn't seem to find a problem with my reasoning but recommended that I post here to see if anyone could find something he missed.
<AddTo ...> is based off insertion point, not total line number.
<AddTo 2>
func testfunc: ....
....
Will add to line 2 of testfunc, not line 2 of the file.
For base files, you cannot define anything before the "extends Node" statement. Godot requires all files to begin with that. (Or begin with extending a subclass of Node)
Did you read the mod guide at the top? There is no mods folder in the game, and the mods folder the game does use, does not exist by default. Per the guide:
> Download and put the mods in the mod folder (%APPDATA%\Strive\mods)
That means you need to make that folder yourself, and extract the mod(s) there. Similar for bodies and portraits folders.
This picture might help explain the folders part a bit. Hope this helps...
https://mega.nz/#!qRpBAARb!5emCMX28BOqGTFpxqUlos1pNkf4Ww0xZJRkC84weBWc
(Link will expire in about 2 weeks to save space on my account >_<)
To re-iterate, NO it does NOT go in the same place the .exe is for strive.
Hit the windows key plus R to open the run dialog, paste in this:
%APPDATA%\Strive
That opens the game's data folder, it's in a completely separate place from where the Strive.exe file is. It's where your saves are stored. You should see a saves sub folder, as well as progressdata and settings.ini files.
This is where you make a mods folder and place mods. and what fusiontech45's image is a screenshot of. It is also where the Portraits and Bodies folders go.
There is no %appdata%/strive because im downloading a zip file, and the zip file is on my desktop, theres nothing in that appdata folder related to strive, the only thing in my %appdata% folder is a Local file and in that Local file it goes to a Microsoft folder and theres nothing in the Microsoft folder. :/
Or, a nice simple .bat file. Double click this file and it will create and open the Strive for Power mod directory.
http://www.mediafire.com/file/n6nk6uep54624ja/Create_And_Open_Strive_Mods.bat/fi...
For the properly paranoid, you can type the following two lines in the command prompt.
mkdir %APPDATA%\Strive\mods start %APPDATA%\Strive\mods
I'm not sure if it works with Mac, but it's just Bash.
Probably needs quotes, otherwise it'll break if the user has spaces in their name. Also "start" on my computer, starts another command prompt. Maybe it works better elsewhere, but if I replace start with explorer, then an explorer window opens.
mkdir "%APPDATA%\Strive\mods" explorer "%APPDATA%\Strive\mods"
http://www.mediafire.com/file/qig2s3fpmawnqrg/Strive%20Mods%20Folder.bat
This newly revised .bat file will open (and create, if necessary) the mods folder for Strive.
We're really trying here.
Wondering if next version of game, the "open mod folder" button could be updated to create the folder if it's missing?
Edit: I also found that the button doesn't even work, as it tries to run OS.shell_open with the user:// path, and that function doesn't auto-resolve the user:// part, it wants an absolute path on the system, did the following:
func _on_openmodfolder_pressed():
var dir = Directory.new()
dir.open("user://")
dir.make_dir("mods")
OS.shell_open(modfolder.replace("user:/", OS.get_user_data_dir()))
I some how got it to run the bat file, now what do I do? the .exe is still on my desktop so its not going to see this file thats 1000 folders away, cus I already put the portrait mods and what not in it and the game couldnt find it :/
Edit: Im trying too, I really just want to enjoy this game but this is just so frustrating for me
Screenshots of what you're seeing/doing would help immensely. One of yo ulooking at the "%appdata%\Strive" folder, and maybe the contents of the mods folder. Plus maybe one of the game with the mods panel open.
The game can trivially find this folder, it asks windows where the user's app data folder is, windows tells it, it then looks in the Strive sub folder. Doesn't matter where the game's exe is. You might have modified the folder it uses for the mod or portraits. In which case it might be looking somewhere else. We've been working off what the default folders are, but they can be changed.
All I did was download the file onto my desktop, then extracted it into a folder also on my desktop called strive. From there theres so much in the folder I have no clue whats what except the .exe I use to run the game.
Edit: I ran the .bat and im now waiting for more instructions because this is honestly so confusing and convoluted, the way it was put made it seem much MUCH simpler than this "Put the mods in the mods folder then run the game and activate the mods" But the zip file doesnt have a mods folder so... ugh. I dont know how you expect me to get to this hidden folder so often to mod the game, its so out of the way and inconvenient. It takes me literally 4 minutes to find my way to the mods folder the bat file made
If your OS is Windows 10, the user folder is C:\Users\USERNAME\AppData\Roaming. The bolded word USERNAME is whatever user name you chose when you set up your device. In the Roaming folder is a folder named Strive. You need to create a folder named mods in the Strive folder. I created a shortcut on my desktop for the AppData folder as several applications put saves and configuration files there.
If your OS is different than Windows 10 I can't help you.
I'm sorry, but this is not confusing or convoluted. It's fairly basic. It should take seconds to find the way to the mods folder the bat file made, open explorer, then paste this in the address bar and hit enter: %APPDATA%\Strive . I can't comprehend how that takes 4 minutes to find, unless it takes you 1 minute to move and click your mouse or press buttons on the keyboard for each action. We've been repeating this same thing over and over here. This %APPDATA% folder is also where a bunch of other game's data often end up, including save files. You'll want to get used to finding it, or understanding how to enter in paths like this in windows explorer.
At this point I'm not sure it makes sense to explain further, you don't seem to be capable of following directions, considering we've explained what goes in this folder before, but here I go:
It has a mods folder, then in that folder you extract the mod, the mod should have it's own folder, containing an info.txt file. Full path you end up with is:
%APPDATA%\Strive\mods\randomportraits\
and in there you'd see an info.txt file.
Then for portrait packs , their zip file usually contains the Bodies and Portraits folders. You want to copy those into the Strive folder, so you end up with:
%APPDATA%\Strive\Portraits\
%APPDATA%\Strive\Bodies\
One thing to note, itch's forums kinda suck for copy and pasting text. It often inserts random unicode characters. If those end up getting copied, then things might not work quite right. Did my best to try and avoid that with these. However if any of these don't behave right, try to delete characters before the % or after the \ that may be there, but hidden.
I'd hate to come back to this a literal month afterwards but I dont think the problem Im having can be explained on this platform easily. Is there another way I can contact one of you to help me, im sure it would only take 2 mins for me to figure it out, dumping text doesnt leave much back and forth to be had, since I cant convey my problem directly.
You should try joining the discord server https://itch.io/t/284398/discord
I was able to apply my mod, randomportraits, fine.
However, modification of var is still broken. Better regex i recommend is in there, but the code for AddTo is still broken, it's got .replacen("{", "").replacen("}", "") still so it breaks any nested {}'s by stripping them. This was broken in other versions in various ways though so i don't know anything new that is broken?
Hey all,
I've decided to give a shot at making a mod. I want to make a mod that adds a custom race to strive. Also, I could generalize it, so people can easily add their own races.
What I have so far:
A file which defines the new race. Located in …/roaming/strive/mods/ponyrace/newraces.gd
An edited version of globals.gd which calls my races.gd mod and includes the new race in the race list. Located in /mods/ponyrace/globals.gd
(Note: these hyperlinks sometimes go to the wrong file. For correct the file, ensure the text above matches the actual URL you land on. Edit 3: these pastebin links are kinda out of date. Use the project link in the next post).
Edit: just noticed the # comment mark in globals.gd. I therefore added the desired races inside \mods\ponyrace\scripts\variables.gd.
It doesn't work as intended:
After removing and adding all mods (including my mod, ponyrace), the pony race doesn't show up in game. Clearly, I'm not even close yet.
If anyone could point out what I'm doing wrong, that would be awesome. It someone who knows what they are doing can confirm that my code theoretically ought to work, that would also be helpful, because then I can go and look for missing comas or similar.
Thanks!
Edit 1:
Attempting to add the new race data inside will give a console error and crash the game.
script error: parse error: unexpected assign.
at: newraces.gd:2
where line 2 is the first like where I start defining the new race.
edit 2:
When I try to generate a new person, I see the new races available. However, when I click that option, a console error occurs.
at /scripts/characters/constructor.gd:89
invalid get index 'beastkin pony' (on base: dictionary)
This error code makes me think 'beastkin pony' is not get registered everywhere correctly. But Three things I notice.
Therefore, my edits have correctly updated variables.gd and globals.gd, but not races.gd or global.races.
newraces.gd
var races = { "Beastkin Pony" : { ...
globals.gd
# newrace mod <AddTo 0> func _init(): var newRaces = load(setfolders.mods + "/ponyRace/newraces.gd").new() for cur_race in newRaces.races: races[cur_race] = newRaces.races[cur_race] var longtails = ['cat','fox','wolf','demon','dragon','scruffy','snake tail','racoon', 'horse'] var alltails = ['cat','fox','wolf','bunny','bird','demon','dragon','scruffy','snake tail','racoon', 'horse']
- global newRaces not necessary
- <AddTo -1> dont work
- newRaces is the file, races is the dictionary
- AddTo on vars also does not seem to work (but if it does: should be before each var and have only the additional content)
- penistypearray is the same as in original file
Hey, uh, I don't know where else I'd ask this, so... does anyone know if it's possible to have a futanari option for the player character in character creation, since you can have futanari characters in random encounters? Or maybe like, unlocked character customization, so one could play as, say, a dragonkin character with fur and equine parts? I imagine such features wouldn't suit everyone's playstyle, but I for one really enjoy it when a game lets you choose to "ignore the rules" and mess around. I have very little modding experience, though I'd be willing to learn; I want to be able to do that stuff eventually, but it can be pretty intimidating. What I mean by this is: I'm mostly curious as to whether it would be possible, and what it would entail. Please tell me if I'm doing anything wrong, socially; I'm awkward and don't know how to do stuff. Thanks in advance, and great game; I'm really enjoying it so far!
Unlocked character customization would be a Big undertaking, almost too bothersome, you have something like that with the laboratory already, letting you add some mods and what not, so maybe an overhaul of the laboratory system would actually be easier to implement, but from the get go you would need to sink into the depths of coding in GDScript and trust me, takes time and patience. I myself am not even sure how I would even begin tackling that lol.
Follow up: I downloaded the Windows version of the game and see a lot of scripts aren't as packed up there, so I think I have more of a general idea of structure. However I'm still curious about some things. For example the "Faster pregnancies & growup" mod I have installed looks like it should work fine, but apparently doesn't. Have there been some changes in recent versions that might break things like var reassignment in scripts/variables.gd?
Mods currently do not work for MacOS as the mod system currently uses a crude text file parsing system(scripts/mods/modpanel.gd) to edit the files with matching relative paths. It will not report any failures during the application of mods, nor warn of conflicts between mods. Due to the fact that all the game's script files are stored in a .pck file for MacOS, the relative paths do not match and the appropriate changes are not made.
There have not been any recent changes that would break var reassignment. The "Faster pregnancies & growup" mod works fine for me (Windows 7 x64); the changes to variables.gd match the mod. If you managed to overcome of the .pck file issue, then verify that the mod folder is located correctly(Strive/mods/Faster pregnancies & growup/info.txt), as the mod system will only check the immediate sub-directory.
The community currently does not have any active MacOS modders, so we have not been able to overcome issues related to the OS. There is a Discord(https://itch.io/t/284398/discord) where we modders and players discuss stuff. I would appreciate any help you can give towards compatibility with MacOS. If you can find a method of modding the game on MacOS, then I can create a mod system for it.
The inventory system currently uses load() for item icons. Thus only images that use Godot's resource system can be used for items. Don't know how well this works, but someone made a tutorial for adding such images: https://f95zone.to/threads/strive-for-power-v0-5-25-maverik.1136/page-100#post-1...
Otherwise, your other option would be to change load() for image icons to globals.loadimage(), thus enabling the usage of normal image files for items.
you can put your textures inside folder with mod and use something likes this:
var customImage = Image.new()
customImage.load(globals.modfolder + location of your custom textures
createcustomtexture.create_from_image (customImage)
i wasnt able to test it in practice because i only have ideas for custom potions, but whole potion system annoys me a little and i dont wanna mod without ideas i could consider as "good"
The red dots are TextureRects in the map.scn file. The tooltip text and which points connect are stored in explorationregions.gd. map.gd uses those2 files to determine where to draw the lines when you hover over a red dot.
.scn files are not text files and are best edited using the Godot Engine. A new project can be created and Strive can be copied into the project folder to allow basic access. Beyond that it gets rather complex.
Alternatively, once map.scn has been loaded by the game, any script file can be used to create new red dots by duplicating an existing TextureRect.
explorationregions.gd should be fairly straight forward as it is a simple text file . I'd recommend starting from a copy an existing region.
explorationregions.gd only defines the pairs of dots connected by lines on the map.
In map.gd, the function "showtooltip(node)" creates the lines for each exit listed for the zone. The dots are Images displayed by TextureRect GUI controls(https://docs.godotengine.org/en/3.1/classes/class_texturerect.html). The position of those controls is what determines where the dot is. The name of those controls needs to match the name of a zone. The only way to get a zone to appear on the map is to add a new control node to the map.scn scene tree.
The following can be added to the beginning of _ready() in map.gd, as a minimal setup for adding a new red dot node:
var newNode = find_node("sea").duplicate()
newNode.rect_position = Vector2(100,100)
newNode.name = "newZone"
find_node("roads").add_child(newNode)
It seems like adding code to map.gd anywhere lead to freeze of the map. Here is my code to the end of _ready()
extends Control
#warning-ignore:unused_class_variable
var mouse_in = false
#warning-
ignore:unused_class_variable
var dragging = false
onready var size = $TextureRect.get_size()
var
offset = Vector2()
var status = 'none'
var timer = 0
var currentloc = null
var newNode = find_node("sea").duplicate()
newNode.rect_position = Vector2(100,100)
newNode.name = "newZone"
find_node("roads").add_child(newNode)
func _ready():
for i in get_node("TextureRect/roads").get_children() +
get_node("TextureRect/towns").get_children():
i.connect
("mouse_entered",self,'showtooltip',[i])
i.connect
("mouse_exited",self,'hidetooltip')
func _input(event):
if self.is_visible_in_tree() == false:
return
if event.is_action_pressed("LMB"):
var eventpos =
event.global_position
var barpos = $TextureRect.get_global_position()
size =
$TextureRect.get_size()
var target_rect = Rect2(barpos.x, barpos.y, size.x, size.y)
if target_rect.has_point(eventpos):
status = 'clicked'
offset = barpos - eventpos
if event.is_action_released("LMB"):
status
= 'none'
if status == 'clicked' and event.is_class("InputEventMouseMotion"):
status = 'dragging'
#centermap('frostford')
if status == 'dragging':
$TextureRect.set_global_position(event.global_position+offset)
So I said "The following can be added to the beginning of _ready() in map.gd."
You have: "The following code added before the beginning of _ready() in map.gd."
Spot the difference? It freezes cause you put local-scope code in the file-scoped portion of the code, which is completely undefined behavior. I tried to be quite precise with my description, because there are very few locations you can put this code in the file to get the expected behavior. Perhaps I was too concise, but I am going to sleep now. The code I gave you only works inside a function and not inside a for loop.
My bugfix is a patch and not a mod, which means that the patch cannot be applied through the mod system.
Make sure that your Strive has no mods currently active. Copy the contents of the patch (minus the change log) into the "files" folder of your Strive program folder. The OS should prompt you to replace the files and merge the folders. If there is a "backup" folder in the Strive program folder, then delete it so that a new one will be made including the patch when Strive starts.
Afterwards you can try to add other mods, though some may conflict with the patch due to the many changes, including to the mod system.
Edit: small mistake
Your question is not entirely clear, but I recommend using Leo's mod(https://itch.io/t/667993/leos-mod) as an example of how to add new items, especially with custom images as icons. The key to that is applying my bugfix patch first, as it fixes many problems related to custom icons. For more detailed help with modding I recommend the Discord (https://itch.io/t/284398/discord), as that is where the most active modders tend to gather.
Unfortunately, some of these effects are scattered throughout the code. For example, the beastkin cat dodge bonus is handled in the combat code that calculates hit and miss.
I've done a quick search and the Tauran milk production seems to be set in mansion.gd during the milking process at end of day. You can change this value for your own version but the endofday() function is so big it is a bad function to start modding.
So I made my own mod with about 25 or so different purposes, but it was all done via overwrite. Now that I have decided I want to post the mods, I need to edit them so they modify the functions instead of replacing them. Also splitting that big mod into a dozen or so smaller ones.
Everything was going well until I reached my Beastkin Mouse & Rat mod...
So what I want to do is append my races to the end of the array, but after some testing, it doesn't seem to work that way. Perhaps I'm doing something wrong, so I thought I'd pop into the Discord and ask for help, but after waiting a few minutes I figured it wouldn't hurt to post here as well.
My mod works fine, and just by adding to the list of races, they show up in the character creation menu, as intended. So everything works fine. (I've also run into some wild halfkin rats, so I'm happy about that as well)
The problem occurs when trying to convert the mod over to be additive instead of replacing the entire variable array.
Has anyone here successfully added a race to the game without replacing the var races array in races.gd?
Side note: I also have custom 'body parts' for the mice and rats, since round ears weren't a thing in vanilla for some reason... And of course, I had to add the tail descriptions lol.
EDIT: Apparently I needed to take a short break. Syntax error stopped me in my tracks. Fixed now, and working as intended... now to figure out how to deal with descriptions.gd which has dozens of changes and additions lol... This is gonna be fun. Special thanks to Ankmairdor for the help on Discord. Sorry I wasted your time lol.
List of all my mods (currently unreleased):
Alchemy For Dummies - Replaces all alchemy recipes with a recipe requiring one Basic Solution (Breaks game balance, I'll make another mod later to fulfill the purpose behind this mod - avoiding the grind of fighting hundreds of monsters with limited stamina [read as: stress] forcing multiple breaks and cutting into valuable gaming time; this mod was just a quick & dirty one intended to make me smile and get me used to the modding environment while also granting me the satisfaction of never having to farm underground monsters again lol. Why are they so far from town?)
Beastkin Mouse & Rat - Adds the named races to the game via a simple method, and adds custom descriptions for them. Because of how the game is coded, this automatically creates the halfkin variants of each (for those of you that don't know - all Beastkin have a halfkin variant and it's handled automatically by the code)
Combat Preview Fix (Not working, need to figure things out for this one; it's intended to show the exact number of enemies [working] and the highest level of all enemies present [not working at all])
Combat Stress Reduction - Reduces stress gained per turn in combat, as it says on the tin.
Gender Equality - Adjusts character creation for gender equality by allowing almost all options regardless of gender. (minor tweaks required before it's release ready)
I'll be working on a few other things here or there, like rebalance patches and such. I'd love to have a look at the quest log and make a backlog of completed quests, and also rewrite a bunch of questlog entries because coming back to an old save and trying to figure out what's needed is kind of annoying. It's far easier to start over, and that means walking away from whatever amount of effort your put in the previous save.
One other thing I'd like to tackle at some point is changing that intro text that pops up during character creation. I want to move the button and reduce the size of the text window... it really doesn't need to be that big... but those are on the editor side, and I can't be bothered to open Godot right now lol.
The game does not have permission from the OS to create folders/files in the Strive program folder so it didn't create or fill the "backup" folder which is the backbone of the mod system. You should move the Strive program folder to a new location that has more open permissions. Generally the desktop works, otherwise documents folders tend to work. If neither of those work then you can add it to ".../AppData/Roaming/" next to the Strive user data folder.
It seems you resolved your other issue but I will add this for others.
In the bottom right of your mods menu is the path "user://mods/Leo/", this should be "user://mods/". You need to press the button for the path and use the black arrow at the top of the folder dialogue to go up a folder.
As a result of this bad path, a duplicate of the Constants mod was created inside the Leo's mod folder. It's best to delete that duplicate after changing the path in game, though it should usually be harmless.
The method of the Expanded Sex mod is rather old fashioned and clunky. Aric's Expansion GitHub version uses the modern method. I recommend using the patching section of the modding guide to put the new sex action files directly into the game folder ".../files/scripts/actions". The path in your mod would simply be "...YOUR_MOD/patch/files/scripts/actions/YOUR_FILE.gd".
The simple answer is that after the mod system resets the game files to the backup state the mods are applied from top to bottom with each successive mod applying changes to the resulting state of the files.
There are some nuances to how the order affects the conflicts of mods as there are multiple ways to mod scripts. Line edits (tagged changes) to add or remove lines from existing definitions are tracked by the mod system in order to attempt to maintain correct line targeting for later mods. However, if multiple mods attempt to edit the same lines, then the mod system will likely not resolve the conflict. Due to the line targeting corrections lines added by mods are not indexed, and thus cannot be directly line edited.
For file patching and definition replacements (untagged changes) the mod system overwrites the relevant code regardless of prior changes and resets the tracking of line edits. However, this means that successive mods may incorrectly target lines if they were expecting a vanilla definition.
There are a lot of potential nuances to what you are asking and without elaboration on your part I will have to do so.
Importing an image is different than loading an image when working with Godot, Strive's game engine. Images are imported only by the Godot Editor and stored as multiple files; the critical ones being the text file(.import) that tells how to load the image and the slightly altered image file(.stex). Unless you are adding the image to a scene file(.tscn or .scn), loading images during the initialization of the game, or wish to obfuscate it from other users, there is no need for importing as Strive has a "loadimage" function in globals.gd that will load any valid image file.
The process of importing is fairly simple. Place the image in the Strive program folder in the exact location(relative to the program's root folder) where you plan to use it from. Start the Godot Editor and scan the Strive program folder to find the project file. Load the program folder as your project and the editor should automatically import the image.
Including the imported image in a mod is as simple as including all the files for the imported image except the image file itself (unless you want to, but it will double the size) in the "patch" folder of the mod. Use the same folder structure in the "patch" folder as program folder to get the files to the right locations.