Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

PLEASE, DO NOT USE THIS MOD.
It is absolutely not compatible with any commonly played versions of Strive. If you wish to use parts of this mod, then please code a new mod using them. It is uncertain what was the last version it was compatible with, but it might have been updated for 0.5.22.

For 0.5.24, the game was significantly restructured so the person class was no longer in globals.gd, yet this mod's globals.gd is primarily the person class, though that might be harmless. The inventory code was updated to allow the use of bandages in the mansion, this mod will revert that. The mod adds both Beastkin Squirrel and Halfkin Squirrel, but the rest of the code is built around the assumption of only having entries for Beaskin so that may behave wonky. The the shop code and GUI was reworked so this mod will break the store completely as it replaces the script with a very old one. For 1.0a, the Umbra Exchange was re-coded, so chances are high that the mod will break that.

So how would one code something similar to this? Like, which script does it impact and such?

As you have found the modding help topic, I suspect that you have found the wiki (https://strive4power.fandom.com/wiki/Modding_Guide), which explains most things about modding. Though it is slightly out dated as the recent version of Strive added some new features, which are explained in the in-game version of the modding guide. The Strive Discord(https://itch.io/t/284398/discord) is a good place to get help.

There are many approaches to modding files, though some are more likely to be compatible with other mods. Some approaches are straight forward like inventory.gd, which just replaces existing functions. Though custom files like MAD.gd can use references to adjust game data in almost any script.

The trick with using this mod is understanding what the mod was attempting to accomplish and what has changed since then. It seems that about half of the changes made by this mod were simple quality of life changes to the code, but since then the code has been upgraded causing it to be either harmful or redundant. The content added by this mod is mainly found in MAD.gd, sebastian.gd, abilities.gd, and the Images folder. Outside of that the only useful parts seem to be calls to those first 2 scripts.

Leo's mod uses the architecture of the MAD mod but it is up to date and shows how to add jobs, items, creatures, effects, characters, zones, conversations, quests, and so on.