As for the number of triggers and such, I have a lot of character/class specific triggers for each world file. There are a few things that are the same from one char to the other (the eating/drinking, with a few caveats), but beyond that, I would need a separate plugin for each char, which doubles my file count (the world file itself, and then a plugin for that char).
As for the ease of editing, I'll agree that using a proper editor is very nice for larger scripts. My issue with using it comes from generating new triggers/aliases and such. I have to copy/paste other entries and modify them to add new features, or track new variables. That becomes a hassle in itself, when I would rather just click the 'Add item...' button, fill out a few details, and be good to go for smaller things.
I do have plugins for shared resources between chars (that I would also share with others immediately, like a chat capture window based off some of your work). The bits I'm talking about now are more specific things. For example, each char I want to work with has different responses to the eating/drinking message you alluded to. Some drink from a jug/eat meat, while others can create their own food on demand, and another class doesn't eat or drink (but need other things).
My other pain point with plugins is reloading them. I know I had code in the past to setup special aliases to reload the plugin from itself (involved some major trickery), but that just feels crazy. Every time I am testing something, I make a change, save, and then have to go into the Plugins menu, reload the plugin, close the Plugin modal box, and test my change. After a number of times, that gets old. Admittedly, the changes in a world file are similar (bring up triggers/alias menu, edit, ok, close triggers menu, test), but I don't have to bounce around quite as much. If you have a better way of doing either of that, I would love to hear it.
I was hoping someone else had a cool solution for these types of things, to make using either an external editor faster/easier, or make the internal ones nicer. My only thought was to have some kind of file watcher (like the one for world script files) that will offer/automatically reload a plugin whenever it is updated (but even this fails if the plugin has any includes itself).
Thanks for the input, I realize a lot of this is game specific, as well as style specific. I was just fishing to see what others were doing now, to see if someone had a new way of keeping things organized and easy to work with. |