Customisation , scripts, scripting hook

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masterfreek64
Posts: 36
Joined: Fri Aug 03, 2007 6:02 am

Customisation , scripts, scripting hook

Post by masterfreek64 » Fri Nov 02, 2007 6:33 am

Hello guys,
I made a bit of code to implement customisation into EQ2Emu.
The way it will be is that every script one wants is made as a .dll - in a language of your choice.
The Server loads these .dlls and calls a Initialise() function with callbacks.
Then the script can "hook" game events and react to them.
Like this , perforance is easy, and the hooks can be handled very flexibly.
As of now I have made a few rough implementations and interfaces ---- let me know if you would be interested in me developing the thing to an end

link2009
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Post by link2009 » Sun Nov 04, 2007 1:36 pm

Not bad, this sounds like an excellent idea. So we can sort of create 'plugins' in a Dynamic Library Link form to handle certain game events?
Sounds pretty exciting, I'd love to see some progress on this.
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masterfreek64
Posts: 36
Joined: Fri Aug 03, 2007 6:02 am

Post by masterfreek64 » Mon Nov 05, 2007 9:17 am

Well the coolest thing , is that, to an extent , these are interoperable.
I am also implementing them in my 2 other projects(OblivionOnline , and Actionmmo - not even rly announced yet)
So you can , later, load a Quest from EQ2Emulator into OblivionOnline with only minor modifications ( Well , one has to change all game specifics :D )
Also , all interferences to the game flow can be done easily by passing class "interfaces" . These actor classes contain a good structure ( OO ) of everything , and could even be used down in the core.
However before continuing this implementation ( I worked on triggers so far , mostly concepts, but enums etc are finished)

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