From a5b8d358450aa8208319f37226ef0b34687c0e37 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sat, 15 Feb 2014 15:37:10 +0000 Subject: [PATCH] Updated Plugin article + Adds reference to new SendMessage() functions --- .../APIDump/Writing-a-MCServer-plugin.html | 29 ++++++++++--------- 1 file changed, 15 insertions(+), 14 deletions(-) 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.

Creating the basic template

@@ -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

  • Plugin:SetName sets the name of the plugin.
  • Plugin:SetVersion sets the revision number of the plugin. This must be an integer.
  • LOG logs to console a message, in this case, it prints that the plugin was initialised.
  • -
  • The PLUGIN variable just stores this plugin's object, so GetName() can be called in OnDisable (as no Plugin parameter is passed there, contrary to Initialize).
  • +
  • The PLUGIN variable just stores this plugin's object, so GetName() can be called in OnDisable (as no Plugin parameter is passed there, contrary to Initialize). + This global variable is only needed if you want to know the plugin details (name, etc.) when shutting down.
  • function OnDisable is called when the plugin is disabled, commonly when the server is shutting down. Perform cleanup and logging here.
  • Be sure to return true for this function, else MCS thinks you plugin had failed to initialise and prints a stacktrace with an error message. @@ -159,21 +158,23 @@ cPluginManager.BindCommand("/commandname", "permissionnode", FunctionToCall, " ~ a message. Again, see the API documentation for fuller details. But, you ask, how do we send a message to the client?

    - 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