[ANY] BossEngine
2 Attachment(s)
An API that lets developers set custom attributes and properties on players such that ANY plugin may view them (and edit them in the case of properties). The core should also work with any game.
Basics:
Spoiler
Other Info:
TODO:
For anything else, send me a PM |
Re: [ANY] BossEngine
HI reolad new rar or zip file Error message when you extract
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Re: [ANY] BossEngine
Weird.
Updated download link |
Re: [ANY] BossEngine
So by attribute you just mean sort of a key and value the dev makes up, not weapon attributes.
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Re: [ANY] BossEngine
Quote:
It could even be somethng complex like a json result You could (in theory) store a string of weapon attributes under the key "weapon_override_attrib". Nothing will happen. Its just random data. You need another plugin that looks for that data for stuff to happen |
Re: [ANY] BossEngine
Update 1.0.1
- Fixed a couple of GCThink errors - Added locks to create/destroy natives so that they cant be used during create/destroy forwards - Fixed FindEggByName() - Changed Monster.GetProperty/Monster.GetAttribute so that they return false if the string value is empty Update 1.0.2 - Fixed IsValidMonster - Fixed Properties (they actually work now) - Monster.HasProperty now returns true if an attribute exists under the given key - Monster.GetProperty can now be used to retrieve attribute data - Monster.SetProperty now returns a bool (true if data was set, false if an attribute already exists with that key) - Monster.ClearProperty now returns a bool (true if data was removed, false if an attribute already exists with that key) - Added Monster.EggID. Returns the index of the egg used in creation Update 1.0.3 - Fixed Monster.SetProperty |
Re: [ANY] BossEngine
Update 1.0.4
- [internal] Monster data now stored in an ArrayList (fixes a couple of bugs) - [internal] Monster.Heartbeat is now destroyed after the destroy forward fires |
Re: [ANY] BossEngine
Can you give more instruction for this ? this is only for developers to create plugin right ?
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Re: [ANY] BossEngine
nice
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