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assets/content/cookbook/Expert/1.ScriptedModules.md

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Most articles about scripting will cover basic functionality of overriding already existing methods. However, there is a need for completely custom functionality instead. This is where Modules step in.
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A module is a class which runs very similarly to global scripts in other game engines. They are basically mini-states that run parallel to the original state.
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## Creating a Module
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Modules have all the events most scripts have, but the difference is. You also have access to state change events, every script event, losing/gaining focus, and sub-state changes.
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Modules also have a priority system for compatibility with other mods, in your construction method, `new()`, you can set the `priority` property (which defaults to `1000`). 1 is processed before anything else.
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You can view a detailed list of script events and their callbacks in [here](../Advanced/6.ScriptEventCallbacks.md)

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