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plugins

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Posted by Guest1   USA  (256 posts)
Date Wed 14 Aug 2002 11:37 PM (UTC)
Message
Ok, this is new to me, and from what i can ascertain, it's a good idea, especially when i have multiple chars to use on a single MUD.

Correct me if I'm wrong here, but I -think- it means (for me) I now only need to have one world file for a particular MUD, which will contain all the aliases, triggers, timers and scripting that is common to all my characters. I can then set up a plugin for each character which means they all use the same set of aliases etc that are on the world file, and then any aliases etc that are character-specific would be contained in the plugin for that character. When you open the world file and load the plugin, it effectively adds that set of character-specific aliases etc to the 'generic' ones already existing in the world file.

Conversely, if you only have one character and one world file for it, plugins could be used to load some new script (for example) that maybe someone sent to you that might be something as simple as a tick reporter. I get the impression this is more what it was intended for, but whatever.

Assuming what I've said here is correct, there's a couple of questions I have before I start experimenting with it.

Are you able to load multiple plugins at the same time?

Since I am not really familiar with the syntax used for plugins (although I haven't browsed all the forums here thouroughly for more details), is it possible to have a feature (if it's not already there) so that when you create a new alias/trigger etc on a world file, you can choose to select that alias and save it to an existing plugin file instead of to the world file? I'll add that I am now pretty comfortable with vbs which I use for scripts on my MUSHcliet ver 3.20, but these plugins apparently use XML or something which I am not familiar with.. yet.

I played around today making a generic world so that when I open the world file and connect to the MUD, I have aliases to set variables for the character name, the name of the drink container they use and a few other vars, and then many common but character-specific or equpment-specific aliases then call on the variables and it all seems to work well, but there are a few things that wont work, such as when a character changes into regeneration equipment, which varies widely from character to character. That's where I see the plugins will work better for me. I'm raving a bit here but it's helping me get this plugin option clearer in my mind as to what it can and can't do.

The main things I want to know then are, as I have said, can you load multiple plugins, and is there a 'guide' of some sort to writing plugins, or better yet, a small application that is basically a matter of filling in the blanks and it will add the alias/trigger to your plugin file (which is why I mentioned being able to save an alias to the plugin file not the world file, rather than writing it directly onto the plugin file manually on notepad as I currently do with my vbs sub-routine scripts).

..or have I just completely lost the plot with plugins altogether?
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Posted by Guest1   USA  (256 posts)
Date Reply #1 on Wed 14 Aug 2002 11:41 PM (UTC)
Message
heh.. and seconds later I discover the plugin wizard Nick has built in.. heh. Nice work.

The other question I'm not sure of yet though, am I able to load multiple plugins?
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Posted by Guest1   USA  (256 posts)
Date Reply #2 on Thu 15 Aug 2002 04:31 AM (UTC)
Message
no need to answer :)
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Posted by Magnum   Canada  (580 posts)  Bio
Date Reply #3 on Thu 15 Aug 2002 06:35 AM (UTC)
Message
I discuss my perspective on this matter here:
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=1607&page=999999

Personally, I prefer to use the world file as the player file, because there are instances where I pull the player name from the world info, and with your method, that would not be easily possible (And have it work for plugins I publish).

Get my plugins here: http://www.magnumsworld.com/muds/

Constantly proving I don't know what I am doing...
Magnum.
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Posted by Guest1   USA  (256 posts)
Date Reply #4 on Thu 15 Aug 2002 07:56 AM (UTC)
Message
Thanks Magnum. Now I have a more clear idea how plugins work, I tend to agree with you. :)
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