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Clockwork command skeleton

Discussion in 'Plugins' started by Atebite, Jun 18, 2014.

  1. Command skeleton w/examples and comments to explain.

    Code:
    local COMMAND = Clockwork.command:New("") -- Command name
    COMMAND.tip = "" -- Help text
    COMMAND.text = "<> []" -- Argument help text. <> for obligatory arguments, [] for optional ones
    COMMAND.access = "" -- Flags with access (o = operator, a = admin, s = superadmin)
    COMMAND.flags = bit.bor(CMD_DEFAULT, CMD_FALLENOVER) -- Enum flags
    COMMAND.arguments = 1 -- Obligatory arguments
    COMMAND.optionalArguments = 0 -- Optional arguments
    
    -- Called when the command has been run.
    function COMMAND:OnRun(player, arguments)
    
    end
    
    COMMAND:Register()
     
  2. TheHipster

    TheHipster rhenz is a fairly decent fellow

    Skeletons, skeletons everywhere, once they're all out I'll just make one giant thread with them all in it for everyone, then a new era of plugin creators can come forth.
     
  3. Command and item skeletons should be the only ones needed, AFAIK.
     
  4. TheHipster

    TheHipster rhenz is a fairly decent fellow

    And faction skeletons if you're making your own schema and such, but that's relatively straight forward at that, sooo. I could make it now If I wanted.
     
  5. Oh right, I'll go do that now.
     

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