/************************************************ Rules for adding a mod Your mod file should only be included here In your mod file, make a flag variable such as __enable_mod__ := 0 and put the following at the beggining of each subroutine of your mod file if (__enable_mod__ = 0){ return } This will allow users to disable and enable the mod If your mod is dependent on another mod and there is an error while running, try switching the order around on the #Include Add the mod's name and variable name to the _mod objects below ************************************************* */ #Include Mod\Maintenance.ahk #Include Mod\ChampionshipMenuing.ahk #Include Mod\CheckTyres.ahk _mod_names := ( LTrim Join [ "Championship Menus", "Check Tyres", "Maintenance" ] ) _mod_vars = ( LTrim Join| __enableChampionshipMenuing_mod__ __enableCheckTyres_mod__ __enableMaintenance_mod__ ) ; Load mod settings Loop, Parse, _mod_vars, | { IniRead, %A_LoopField%, config.ini, Mods, %A_LoopField%, 0 } ; Mods Gui Setup Gui, 3: -MaximizeBox Gui, 3: -MinimizeBox Gui, 3: Color, c535770, c6272a4 Gui, 3: Font, c11f s9 Bold ;Gui, 3: Add, GroupBox, w200 h100, Mod List Loop, Parse, _mod_vars, | { if ( %A_LoopField% = 1){ Gui, 3: Add, Checkbox, Checked v%A_LoopField%, % _mod_names[A_Index] } else { Gui, 3: Add, Checkbox, v%A_LoopField%, % _mod_names[A_Index] } } Gui, 3: Add, Button, gSaveMods, Save GoTo EndModsDef ; End of Gui Setup SaveMods: Gui, 3:Submit Loop, Parse, _mod_vars, | { IniWrite, % %A_LoopField%, config.ini, Mods, % A_LoopField } return EndModsDef: