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➜ MUSHclient
➜ MXP and Pueblo
➜ OnPluginMXPsetEntity
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Posted by
| Beale
(35 posts) Bio
|
Date
| Mon 01 Jan 2007 02:54 PM (UTC) |
Message
| Setting an MXP entity (plugins only)
Inside a plugin you can detect an entity being changed by the MXP code from the MUD (not using the script SetEntity function).
Inside a plugin: OnPluginMXPsetEntity
I'm kind of curious as to why this is only available from inside a plugin - I'd quite like to use a non-plugin version. Any insight? | Top |
|
Posted by
| Nick Gammon
Australia (23,162 posts) Bio
Forum Administrator |
Date
| Reply #1 on Tue 02 Jan 2007 06:47 AM (UTC) |
Message
| A lot of the recent changes were implemented as plugin callbacks with well-documented names, rather than in the main script file, which would require a change to the GUI, which is already getting cramped.
I am encouraging the use of plugins as they are self-contained, and using them makes it easier to distribute your code to other worlds, or other players. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | Top |
|
Posted by
| Beale
(35 posts) Bio
|
Date
| Reply #2 on Tue 02 Jan 2007 04:34 PM (UTC) |
Message
| I can see where you're coming from with the crowded interface thing, and yes, packaging things does make them more portable and, well, tidier.
However, I don't know about how anyone else does it, but I find it a lot quicker to test things using the main systems before exporting them to a plugin. I can simulate MUD output, but it would be simpler if this was available.
Still, it matters not especially. | Top |
|
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