in this documentation, you will learn how to use Turbomodz and Create your Own Mods
create new mod called [foobar mod] :: #e84cff
Creates a New Mod.
here is the default data for the newly created mod:
{ name: "name", // Name of The Mod id: "random id", // ID of The Mod sprites: [], // Sprites inside The Mod costumes: [], // Costumes Inside The Mod sounds: [], // Sounds Inside The Mod runtime_values: { //Runtime Values of The Mod turbo_mode: false, interpolation: false, remove_fencing: false, remove_misc_limits: false, high_quality_pen: false, framerate: 30, clone_limit: 300, stage_size: "480x360" } }
get mod called (foobar mod v) as [JSON v] :: #e84cff reporter
Reports the data of the mod in three formats:
get (key v) of mod called (foobar mod v) :: #e84cff reporter get runtime value of (value v) of mod called (foobar mod v):: #e84cff reporter
add sprite [https://example.com/Sprite1.sprite3] to mod:(foobar mod v) :: #e84cff
Adds a Sprite using an Url or Data:URI (Recommended)
add image [URL] to sprite:(myself v) in mod:(foobar mod v) :: #e84cff
adds an image as a costume for the chosen sprite in the mod. same for the block below except it uses actual costumes:
add costume (costume 1 v) to sprite:(myself v) in mod:(foobar mod v) :: #e84cff
add sound url [https://extensions.turbowarp.org/srpelo.mp3] to sprite:(SPRITE v) in mod:(foobar mod v) :: #e84cff
adds a sound using it's URL for the chosen sprite in the mod. same for the block below except it doesn't use URLs:
add sound (sr pelo.mp3 v) to sprite:(myself v) in mod:(foobar mod v) :: #e84cff
if you know how to use runtime values, skip this section.
load (foobar mod v) mod in project:: #e84cff
Loads The Mod in The Project.
unload all mods in project:: #e84cff
does the opposite of the upper block.
s project loading a mod?:: #e84cff boolean is project modded?:: #e84cff boolean
adds checks to if the project is loading a mod and if it's modded.
they will come soon...
export mod (foobar mod v) as [.twmod]:: #e84cff // default format is ".pmmod" in PenguinMod import new mod to project as [.twmod]:: #e84cff
import or export your mods using the default format or your own unique custom format for your game!
add CSS [css] to mod:(foobar mod v):: #e84cff // i have no idea if it's possible in PenguinMod
self explanatory. only works on packaged projects.