OnPluginMXPsetEntity

Posted by Beale on Mon 01 Jan 2007 02:54 PM — 3 posts, 15,835 views.

#0
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?
Australia Forum Administrator #1
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.
#2
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.