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?
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.
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.