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OnPluginMXPsetEntity

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Posted by Beale   (35 posts)  [Biography] bio
Date Mon 01 Jan 2007 02:54 PM (UTC)
Message
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?
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Posted by Nick Gammon   Australia  (22,975 posts)  [Biography] bio   Forum Administrator
Date Reply #1 on Tue 02 Jan 2007 06:47 AM (UTC)
Message
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.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Beale   (35 posts)  [Biography] bio
Date Reply #2 on Tue 02 Jan 2007 04:34 PM (UTC)
Message
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.
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