Plugin Wizard

Posted by Nick Gammon on Fri 09 Aug 2002 04:43 AM — 3 posts, 17,194 views.

Australia Forum Administrator #0
Version 3.25 of MUSHclient - which is now released, offers a 'plugin wizard' to simplify writing plugins.

By invoking it you can quickly and easily generate a plugin based on existing triggers, aliases, timers, variables, and the current script, from your world file.

You merely have to enter a name for it, its purpose, and an optional description (which becomes the plugin help). The wizard will move some or all of your triggers etc. from the world file into the plugin file, generating all the correct XML syntax for you 'on the fly'.

Here is a sample of the first tab of the plugin wizard:

I suggest that, to develop plugins, you start with a 'clean' world file (ie. no triggers, aliases etc. that are not required in the plugin), and then develop and test your plugin in the main world file. Then when it is working to your satisfaction, invoke the plugin wizard, which will move the lot into your plugin file.

However, if that is not practical, you can click on the tabs in the plugin wizard, and select/deselect those items which are not relevant, before generating the plugin.

Any comments for useful additions are welcome.

Sweden #1
Works excellently! :) I just released a plugin with minimum fuss. Only thing I had to edit was to add aliases for my script commands that otherwise would have been activated with the script prefix "\" in my case. So, if anybody wants to release plugins this way, be sure to add aliases for all commands you have in the plugin, or you might find it quite difficult to call them.
Australia Forum Administrator #2
Good idea.

Plugins do not require the user to have scripting active, and you can't predict what language they might be using, so doing an alias for any internal routines you want them to call is a very sound practice.