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-- We define the local variable for our settings table here so that our functions can see itlocal settingsfunction script:init()-- Let's get a storage table and initialize values that are nilsettings = Util.optStorage(TheoTown.getStorage(), self:getDraft():getId()..':settings')settings.someBool = settings.someBool == nil and true or settings.someBoolsettings.someInt = settings.someInt or 1settings.someNamedInt = settings.someNamedInt or 3settings.someString = settings.someString or 'Xyz'settings.someGenericText = settings.someGenericText or 'Hello World'end-- This function will be called whenever the game enters or refreshes the settings view.-- The result is expected to be a table of tables that contain settings.function script:settings()-- Return a table of tablesreturn {-- Let's define a boolean setting{-- The name of the settingname = 'Bool setting',-- The current value of this settingvalue = settings.someBool,-- onChange is a function that will be called when the values has changedonChange = function(newState) settings.someBool = newState end},-- Let's define an integer setting{name = 'Integer setting',value = settings.someInt,-- We provide a list of possible valuesvalues = {1, 2, 3},