mod.ini

OvenInjector uses a mod.ini to differentiate and identify mods.

Let's just say there's a mod folder

mods/

next, we add a new folder that will hold all of the script and asset files of our mod

mods/
- Sample Mod/

with this, a mod.ini file is required, which contains all the information needed for a mod to work.

[meta]
name="Sample Mod"
description="An example mod."
author="haya3218"
version="1.0"
icon="path/to/your/icon.png"
icon_base64="this can also be used if you want your icon to be b64 encoded instead, CST1229 TL mod loader style!"

The meta block defines metadata and general info about the mod. An optional gml block can also be added, if you want your gml scripts properly named.

The gml block takes numerous event callbacks. Which are:

init
destroy
begin_step
step
end_step
begin_draw
draw
end_draw
begin_draw_gui
draw_gui
end_draw_gui
room_start
room_end

By default, the game would look for these names plus the gml extension on the scripts folder for these events, except for the gui events. The draw_ part is ommited from those.

Now the general structure should now look like this:

mods/
- Sample Mod/
  - scripts/
    - init.gml
    - step.gml
  - mod.ini

Organized as it probably should. Hopefully.