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13 #ifndef _MESSAGEMANAGER_H
14 #define _MESSAGEMANAGER_H
31 virtual QString
displayName()
const override {
return tr(
"NPC dialogs"); }
53 const QList<MessageFile*>&
messages()
const;
79 void findPrePost(
const QString directory, QList<QuestConditionScript*>&
list);
QList< MessageFile * > & messages()
virtual QString displayName() const override
void findPrePost(const QString directory, QList< QuestConditionScript * > &list)
virtual int childIndex(AssetWrapper *child) override
virtual AssetWrapper * child(int child) override
MessageFile * findMessage(const QString &path)
virtual PossibleUse uses(const AssetWrapper *asset, std::string &) const override
QList< MessageFile * > myMessages
QList< QuestConditionScript * > myPreConditions
pluglist shows those as well as a short text describing each the list will simply appear empty The keyword for the Python plugin is Python plugout< keyword > Unloads a given identified by its _keyword_ So if you want to unload the Python you need to do plugout Python plugin< libname > Loads a given whose _filename_ is libname So in the case of you d have to do a plugin cfpython so Note that all filenames are relative to the default plugin path(SHARE/plugins). Console messages. ----------------- When Crossfire starts
MessageManager(AssetWrapper *parent)
QList< QuestConditionScript * > preConditions() const
QList< QuestConditionScript * > myPostConditions
void loadDirectory(const QString &directory)
virtual ~MessageManager()
QString loadScriptComment(const QString &path) const
QList< QuestConditionScript * > postConditions() const
virtual int childrenCount() const override