A Plugin for a Plugin?

Hi,
Is it possible to make a plugin for another plugin? For instance, how would I add an NPC to a location introduced by Trinity?

Thanks,
Gallandro

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"(Even though you just obliterated a fleet of Galaxy Destroyers) Prepare to die!" says the confederate gunboat pilot.

This would be a guess since I haven't tested it yet, but in theory it should be possible.

If you notice that not all the locations in the original POG are "normally" editable, ie, useable with the "Plugins load calls." The only maps listed are the world maps, not the cave/dungeon maps. However you can work around this and still edit the dungeon maps, and I would think that in theory this method should also work with plug-in maps(if my assumption is correct that all load calls from all plug-ins are initiated when any map 3rd party or "standard")).

Cafall posted the following instructions in another thread to do this:

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  1. Figure out the name of your map. The easiest way to do this is to use the "Plugin Debug Info" dialog which is added to every new plugin you make.

2a) Open the "Plugin Data.txt" text file in some text editor (preferably BBEdit).
2b) Add the name of your map into the Locations portion of the file so that the list of locations stays in alphabetical order. Make sure that you add a ".clo" suffix to your map's name.
2c) Save and close the file.

You may now add your stamp (or anything, like an NPC, for that matter) into the cave/dungeon map.
By the way, this method is tested and it works perfectly. When someone runs your plug-in, they don't need your modified "Plugin Data.txt" file to play PoG any more than they'd need a gyroscopically powered car or an abba-dabba-doo sticker or ESP.

Once again let me stress that I haven't tested this. But since we can access globals that Trinity uses(with classes) I would expect that we can call up maps from 3rd parties as well. And since plug-in load calls only work if the map is loaded then there shouldn't be a problem(UNLESS: If you use a teleport action to send a player to a map loaded by another plug-in that isn't loaded and thus is non-existant, then I would expect POG to have a major crash-ola).

Good luck. If this works post back so we know for sure. 🙂

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"In the mornings, when I'm usually wide awake, I love to take a walk through the gardens and down by the lake, where I often see a duck and a drake, and I wonder as I walk by, just what they'd say if they could speak although I know that's an absurd thought."
-- Conjunction Junction by Schoolhouse Rock

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Originally posted by Stark Bledfast:
**Once again let me stress that I haven't tested this. But since we can access globals that Trinity uses(with classes) I would expect that we can call up maps from 3rd parties as well. And since plug-in load calls only work if the map is loaded then there shouldn't be a problem
**

This could work but be sure that you're plugin is loaded after any other plugins it depends on (i.e. make sure it appears below the Trinity name in the plugin dialog list).

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Dee Brown
Beenox inc. - (url="http://"http://www.beenox.com")www.beenox.com(/url) (check our new web site!)
(url="http://"http://www.AmbrosiaSW.com/games/coldstone/")Coldstone Game Engine(/url) / (url="http://"http://www.AmbrosiaSW.com/games/pog/")Pillars of Garendall(/url) developers

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This could work but be sure that you're plugin is loaded after any other plugins it depends on (i.e. make sure it appears below the Trinity name in the plugin dialog list).

The "hack" I came up with which was posted by Stark works perfectly with normal PoG maps (such as the map with the Guardian), but I've never tried it with a plug-in map, although I'll bet anyone a million dollars that it works. As you said, Dee, it will work as long as your plug-in is loaded after it's "parent" plug-ins areŃbut that requires that your plug-in's name begin with a letter which comes after that of the "parent" plug-in. (This isn't much of a setback when the "parent" is TrinityŃit's name starts with a non-alphanumeric character.)

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The only sovereign you can allow to rule you is reason Ń Wizard's Sixth Rule, Faith of the Fallen.
Ń Cafall