TurboModz Documentation (W.I.P)
in this documentation, you will learn how to use Turbomodz and Create your Own Mods
Create Your Own Mod
Create New Mod Called ()
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 () as [JSON]
get mod called (foobar mod v) as [JSON v] :: #e84cff reporter
Reports the data of the mod in three formats:
- Raw Object (JSON)
- Stringified JSON (text)
- Raw Array
if you don't want to use external extensions to read this data, use these blocks instead:
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
Project Modding
Add Sprite (url) to Mod:()
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:[SPRITE] in Mod:[MOD]
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 () to sprite:() in mod:()
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
Mods & Runtime Values
Set [] to [] In Mod:[]
set [interpolation v] to (enabled v) in mod:(foobar mod v) :: #e84cff
Set FPS limit to [FPS] In Mod:[]
set FPS limit to [69] in mod:(foobar mod v):: #e84cff
Set Clone Limit to [infinite] In Mod:[]
set [interpolation v] to (enabled v) in mod:(foobar mod v) :: #e84cff
Set Clone Limit to [infinite] In Mod:[]
set [interpolation v] to (enabled v) in mod:(foobar mod v) :: #e84cff
set stage size to width:[640] height:[360] in mod:()
set stage size to width:[640] height:[420] in mod:(foobar mod v):: #e84cff
if you know how to use runtime values, skip this section.
Loading Mods
load [MOD] mod in project
load (foobar mod v) mod in project:: #e84cff
Loads The Mod in The Project.
WARNING
- This May Take a Long Time and Cause Heavy Lag.
- It Can Also Break the Entire Project.
- USE AT YOUR OWN RISK!
unload all mods in project
unload all mods in project:: #e84cff
does the opposite of the upper block.
is project loading a mod? & is project modded?
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.
Mod-Packs(W-I-P)
they will come soon...
Extras
extra blocks. duh.
Import & export Mods
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!
CSS in Mod (W-I-P)
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.