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Plugins
https://www.xmoonproductions.org/viewtopic.php?f=27&t=3727
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Author:  reggiehu [ Sat Mar 07, 2015 12:16 am ]
Post subject:  Plugins

I had a question about how plugins work in the game. I see that all clothing has now moved into the plugin system, but I was wondering what else could be a plugin?

Toys
Poses
Tasks
Models (people)
Models (objects)
and more?

I was merging some of blu3's new poses into Munky's dungeon and thought to myself 'there has got to be an easier way'. One of my concerns for the future is that as these 'megapacks' grow and get bigger, they also become more complex, so manually merging things becomes much more difficult. Any info would be much appreciated!

Author:  guymanyo [ Thu Mar 12, 2015 11:28 pm ]
Post subject:  Re: Plugins

From what I see, a plugin can only be attached to a pack.bin file type mod, which I haven't figured out how to make work properly. I don't know if you can put an array of them in or not but the line in the _plugin.ini file only shows

Code:
  pack = "pack/pack_dungeon.bin";
 


So I imagine plugins don't work globally yet... which is kinda counter intuitive. The whole mod thing is still really early-dev though and I'm pretty sure it's going to change a lot. At least, I hope it will 'cause the way it is ATM is pretty bad, or at the very least non-intuitive.

Author:  T0mcat [ Thu Mar 12, 2015 11:50 pm ]
Post subject:  Re: Plugins

guymanyo wrote:
From what I see, a plugin can only be attached to a pack.bin file type mod, which I haven't figured out how to make work properly. I don't know if you can put an array of them in or not but the line in the _plugin.ini file only shows

Code:
  pack = "pack/pack_dungeon.bin";
 


So I imagine plugins don't work globally yet... which is kinda counter intuitive. The whole mod thing is still really early-dev though and I'm pretty sure it's going to change a lot. At least, I hope it will 'cause the way it is ATM is pretty bad, or at the very least non-intuitive.


to have them working in all dungeon packs just comment that line out

Code:
 // pack = "pack/pack_dungeon.bin";
 


then the plugins will be available in any dungeon pack/mod...

...at least if the maker of the plugin remembered to stay true to the way those plugins are supposed to be built and put the textures into the proper directories :twisted:

Author:  guymanyo [ Fri Mar 13, 2015 12:33 am ]
Post subject:  Re: Plugins

T0mcat wrote:

to have them working in all dungeon packs just comment that line out

Code:
 // pack = "pack/pack_dungeon.bin";
 


then the plugins will be available in any dungeon pack/mod...

...at least if the maker of the plugin remembered to stay true to the way those plugins are supposed to be built and put the textures into the proper directories :twisted:


Cool, that works. Thanks! To re-iterate reggiehu's question, can most things be plugins? Is there a plugin tutorial or do we just hack it for now? I've got the Tutorials from the account manager and the wiki, but neither go over plugins.

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