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You can't get enough documentation, legit
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familycomicsstudios committed Nov 7, 2022
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# Modding
To mod this game, here are some basic instructions.
## How to make Seperate File mods
Instead of changing the code in the game itself, you can make a new file for the game to open up (aka reference). Just do everything here. But when adding new code, copy a code definition (like a score function, etc) and redefine it in the mod file.
## Metadata
You may change the game's metadata to document new modifications.
```
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If you would like to distribute a mod of this software under a different liscense, please contact me (Github: familycomicsstudios).
### Notes
This software's base gameplay was created by Willie Crowther and Don Woods. I did not use any code from the original game, however, please note that I made some references to the original game's text. The original game is currently in the public domain, feel free to play it at some point.
This software's base gameplay was created by Willie Crowther and Don Woods. I did not use any code from the original game, however, please note that I made some references to the original game's text. The original game is currently in the public domain, feel free to play it at some point.
## Importing Seperate File Mods
To import a "Seperate File Mod", all you need to do is find this piece of code:
```
#-----------------IMPORT MODS---------------#
# IMPORTING MODS:
# To import a mod, just type here:
# exec(open(sys.path[0]+"/mod.py").read())
# CREATING MODS:
# Basically just copy the functions you want to change, and change them.
if debug == 1:
cprint("Adding mods...", "red")
#-------------------------------------------#
## Run modpack functions here!
if debug == 1:
cprint("Loading mods...", "red")
```
Add your mod here:
```
# Basically just copy the functions you want to change, and change them.
if debug == 1:
cprint("Adding mods...", "red")
## My mod
exec(open(sys.path[0]+"/mod.py").read())
if debug == 1:
cprint("Added a mod!", "red")
#-------------------------------------------#
```

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