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# QUICK MOD GUIDE | ||
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With the v2022-8-5 update, I added a bit of a slightly nicer mod support backend. | ||
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It's a system that requires some haxe experience. | ||
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The basis of it is that you go to ModSubState.hx and add your mod stuff. | ||
also with this system you can have multiple mods in one so yeah your welcome | ||
:] | ||
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it should look atleast something with these modifications | ||
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line 6 to 7 in ModSubState.hx | ||
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``` haxe | ||
var modList:Array<String> = ['myMod']; | ||
var modListVAL:Array<Bool> = [myModVAR]; | ||
``` | ||
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now the rest is up to you, but lets go on with it | ||
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line 8 (or where ever you decide to put this var OUTSIDE THE FUNCTIONS) | ||
``` haxe | ||
public var myModVAR:Bool = false; | ||
``` | ||
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line 61 (or above, prob above 61 since you added new line(s)) | ||
``` haxe | ||
case "myMod": | ||
if (myModVAR == false) | ||
myModVAR = true; | ||
else if (myModVAR == true) | ||
myModVAR = false; | ||
modListVAL.remove(myModVAR); | ||
modListVAL.push(myModVAR); | ||
trace('myMod: ' + myModVAR); | ||
``` | ||
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now comes to the part of adding your mod, depending on the mod you will need to modify different files, or a file. I cannot document this process since i dont know what kind of mod you want to make, but as long as you know haxe, you can do it, I beleive in you. |
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icon mod is a mod that changes the icons alpha to be 0, aka blank in gameplay. |
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swagshit--moneymoney | ||
i--did it | ||
mod stuff--wooooooooooooooooooooooooooooooooooooooooooooooooooooo |
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intro mod is a mod that modifies the intro text of the game |
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