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.