This topic is intended as both an advisory and an attempt to get information.
I have run into my first plug-ins conflict problem:
A few days ago I created a simple NPC and added it to fantrima in the game PoG. In order to do this, I followed the instructions in the plug-in tutorial and everything worked great.
Today, I decided to make another plug-in which also added an npc to fantrima as part of its function. Again, I followed the instructions in the tutorial.
Big problem : When I started up the game to check the new plug-in (with my first one also installed) the result was that instead of one new npc and one old one being added, I had two old npcs and one new one added into fantrima.
I managed to track down the problem as being that I had given both npc creation events the exact same name in each of the plug-ins: add npc to fantrima. I changed the name of the event in the second plug-in to "add (npc name) to fantrima" and re-did the plug-in load call. Problem solved.
Now for my question: How can plug-in developers avoid these types of conflicts?
The simple answer would be for plug developers to instruct game players that multiple plug-ins should be avoided in a read-me included with their plug. But it seems to me that detracts from the appeal of games like PoG that are designed so that multiple plug-ins can be used with them.
I'm curious if the folks at Beenox or Ambrosia have an answer for how conflicts of this type can be easily avoided without losing one of the appeals of games like PoG, i.e. use of multiple plug-ins.
Does the Coldstone engine infact allow one to break open other plugs and look at them and I have just missed this ability for the engine?
Anyone else have any ideas or suggestions?
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CRH