    -- [ Adding the Mod ] --
Integrating the MMT menu with your mod is simple! First, add your mod to MMT, like so:

local CM_TestTable = {}
rawset(_G, "CM_TestTable", CM_TestTable)
MMT_AddModToMMT("Mod Tester Pro", "Wow, this is a cool test!", "CM_TestTable")

We use "rawset(_G, ...)" to place the variable within the global variables table, so that MMT can read it. This is very important to do! Be sure to not name it something generic, lest it conflict with another mod!
The first part of rawset, the "CM_TestTable", represents what the variable is stored as in the global table. The second part, the one w/o quotation marks, is the actual local variable itself.
"Mod Tester Pro" represents your cool mod's name.
"Wow, this is a cool test!" gives a brief description that shows up right below your mod's name when you're within the sub-menu.
"CM_TestTable" represents the table used to show what options your mod has. Don't fill the table yourself, this is what the next functions are for!

    -- [ Adding settings to the menu ] --
local TestVariable = "off"
rawset(_G, "TestVariable", TestVariable)
MMT_AddModSettings("Mod Tester Pro", "Testing Thing", "TestVariable", "VLOT_OnOff", "Just a lil test thing.")

"Testing Thing" represents the name of the option presented to the player.
"TestVariable" is the actual variable that will be given to MMT. ENSURE TO KEEP THIS AS A STRING! MMT will handle converting it back to a real variable when needed!
"Just a lil test thing." shows a description that will be given to the player. You can have two lines for a description, just add a comma after the quotation marks, and write in the second line!
"VLOT_OnOff" represents a table used for what options the player can select; MMT already has a selection of them found in "options and variable.lua", however, you can set up your own one too, like so:

local TailsBall = {
["spin"] = 1, -- ensure the first variable starts with 1!
["jump"] = 2, -- each option is shown in numerical order in the HUD
["bop"] = 3, -- and be sure not to skip any numbers, or have two of the same numbers!
["off"] = 4,
}
rawset(_G, "VLOT_TailsBall", TailsBall) -- make sure to set this as a global variable, if you don't, MMT won't be able to see it!


    -- [ Modifying the settings ] --
Finally, there's parameters you can change after the fact.

MMT_ModifyModParams("Mod Tester Pro", "Testing Thing", "localvar", true)
Doing this will change the variable to being a local variable (i.e. instead of "player.TestVariable" being the one that gets changed, now the "local TestVariable" is the one that's changed)
A very, very important note is that when using this is that you should set the local variable name to something else than the global variable name, if everything is running under the same script.
If you don't, SRB2 will not allow modifications to be made the variable properly. So, i.e., rawset(_G, "GlobalTestVariable", LocalTestVariable) you want to look for changes in "GlobalTestVariable" instead of LocalTestVariable

MMT_ModifyModParams("Mod Tester Pro", "Testing Thing", "playervar", "")
Doing this will have your variable act like player.TestVariable!

MMT_ModifyModParams("Mod Tester Pro", "Testing Thing", "playervar", "coolMod")
Inputting text within the quotation marks will set it like this: "player.coolMod.TestVariable". Ensure that the player table already exists first! 
if not player.coolMod 
	player.coolMod = {} 
end

There are various parameters you can modify, all of them listed here:
- playervar, "VAR"
	- sets variable to be changed within the player
	- "VAR" acts as what table it should be, e.g. "" = player.Variable, or "CoolMod" = player.CoolMod.Variable
- localvar, true/false
	- sets variable to be changed globally
- save, true/false
	- allows variable to use MMT's internal save/load system
- istable, true/false
	- indicates to MMT that this variable is a table, and should be treated as such
	- note!! does not currently work if it's a player variable as of yet!
- playerandlocalvar, "VAR"
	- sets variable to be changed within the player
	- "VAR" acts as what table it should be, e.g. "" = player.Variable, or "CoolMod" = player.CoolMod.Variable
	- it also sets it as a local variable that can be changed 


    -- [ Final notes ] --
Other stuff to note is that you can detect if your mod settings were changed by the player like this:
player.MMT.MMTModOptionChanged == "Mod Tester Pro"
If it was your mod setting that was changed, it will always correlate to the mod name!
If your mod has it's own save function, you can use that to let your mod save it's own settings. Do note that this will only last 1 tic, after that the value will be set to nil.
Also, do note that even if the value set is a number (i.e. 24), it'll be reported back as a string (i.e. "24"), so if you need it interpreted as an actual number, use tonumber(player.CoolNumberValue)!