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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

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7 stars

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3 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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NameName
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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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ShieldMod

Shieldmoding repository, https://is.gd/shieldmod

PLAYTESTERS

You have no other task, than to run make.bat. It will create the entire mod for you, in the folder output. You can then copy this into your game directory.

Changing difficulty:

INSTEAD of changing the default values, paste the values you wish to change into settings/diff.lua, then re-run make.bat.

The most important task right now is to report bugs and playtest as much as you can - we're polishing the build for an upcoming STABLE release!

If you encounter any errors, don't forget to attach output logs to your bug reports!

MOSTLY DONE

This is a temporary repository where I attempt to rewrite the entire mod using luam.

The current status of the project is:

  • Refactor is finished
  • Basic examples are finished
  • Insane mod IS adapted, NEEDS TESTING
  • Documentation is NOT done

Compile only src/main.lua with -n flag!

Guidelines

Custom note assigners should go into mods/assigners, with each mod loading some of them, from mods/modName.

Utilities are in the utils folder, any external libraries are going inside there!

Classes can be made their separate folder for modularity, or made their own file. Static class initializations should always be made on Events.INIT, to allow for modding.

Personal settings are stored in settings. Do NOT try to re-write the default values - it will not change what you expect.


Released under the MIT license.

About

Shieldmoding repository, https://is.gd/shieldmod

Resources

Stars

7 stars

Watchers

3 watching

Forks

Releases

Packages

Contributors

Languages