diff --git a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html index 1eec4842a..35c880b00 100644 --- a/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html +++ b/MCServer/Plugins/APIDump/Writing-a-MCServer-plugin.html @@ -20,13 +20,7 @@
Let us begin. In order to begin development, we must firstly obtain a compiled copy of MCServer, and make sure that the Core plugin is within the Plugins folder, and activated. - Core handles much of the MCServer end-user experience and is a necessary component of - plugin development, as necessary plugin components depend on sone of its functions. -
-- Next, we must obtain a copy of CoreMessaging.lua. This can be found - here. - This is used to provide messaging support that is compliant with MCServer standards. + Core handles much of the MCServer end-user experience and gameplay will be very bland without it.
@@ -41,7 +35,11 @@ function Initialize(Plugin) Plugin:SetName("NewPlugin") Plugin:SetVersion(1) - PLUGIN = Plugin + -- Hooks + + PLUGIN = Plugin -- NOTE: only needed if you want OnDisable() to use GetName() or something like that + + -- Command Bindings LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion()) return true @@ -58,7 +56,8 @@ end
- Remember that copy of CoreMessaging.lua that we downloaded earlier? Make sure that file is in your plugin folder, along with the main.lua file you are typing - your code in. Since MCS brings all the files together on JIT compile, we don't need to worry about requiring any files or such. Simply follow the below examples: + There are dedicated functions used for sending a player formatted messages. By format, I refer to coloured prefixes/coloured text (depending on configuration) + that clearly categorise what type of message a player is being sent. For example, an informational message has a yellow coloured [INFO] prefix, and a warning message + has a rose coloured [WARNING] prefix. A few of the most used functions are listed here, but see the API docs for more details. Look in the cRoot, cWorld, and cPlayer sections + for functions that broadcast to the entire server, the whole world, and a single player, respectively.
-- Format: §yellow[INFO] §white%text% (yellow [INFO], white text following it) -- Use: Informational message, such as instructions for usage of a command -SendMessage(Player, "Usage: /explode [player]") +Player:SendMessageInfo("Usage: /explode [player]") -- Format: §green[INFO] §white%text% (green [INFO] etc.) -- Use: Success message, like when a command executes successfully -SendMessageSuccess(Player, "Notch was blown up!") +Player:SendMessageSuccess("Notch was blown up!") -- Format: §rose[INFO] §white%text% (rose coloured [INFO] etc.) -- Use: Failure message, like when a command was entered correctly but failed to run, such as when the destination player wasn't found in a /tp command -SendMessageFailure(Player, "Player Salted was not found") +Player:SendMessageFailure("Player Salted was not found")
Those are the basics. If you want to output text to the player for a reason other than the three listed above, and you want to colour the text, simply concatenate