Huhu,
I didn't intend to, but I updated the addon according to some requests (Look in Changes for more info).
Nice ... I made them all true
BTW how do you make addons ?just curious.
Normally it's always the same procedure.
- Have an idea for a nice addon
- Create bare addon structure. ("AddonDesc.(UIAddon).xdb" for information about the addon and "Addon.lua" as the script file, so your addon is doing something)
- Lookup the Allods API in data/Mods/Docs/ModdingDocuments.zip (ofc you need to extract it first, also it's russian so you need to understand it and/or use google translate.)
- If your idea is not possible (cause you are limited to the Allods API, if you want to do something ingame, like returning quests etc.) --- give up xd
- If it is possible define Events the addon should listen too, like accepting a quest or talking to an npc etc. Events are defined in Allods API aswell.
- Implement the functions, what the addon should do. Skripts are written in Lua.
- Add widgets (panels, boxes or anything else for the UI) if you need them. Widgets you need to define in .xdb files aswell. Possible self made graphics you need to convert first, with the tool "UITextureConvertEditor" inside "Mods" folder. Well the interface is in russian, so you need to click til you are successfull xd
- Implement the widgets behaviour etc.
It is kinda something like this. Ofc you don't need every step everytime, but it's almost everytime this procedure.