In-game editors
Changing channels, tags and announcements in a window, with the changes reaching every server.
Module: editors. Channels, tags and announcement bundles live in the database after the first start, and staff
change them in a window. A change reaches every server of a network.
| Command | Node | Edits |
|---|---|---|
/chateditor channels | uxmchat.editor.channels | Every key of a channel |
/chateditor tags | uxmchat.editor.tags | Every key of a tag |
/chateditor announcements | uxmchat.editor.announcements | The bundles |
/chateditor announcement | uxmchat.editor.announcements | Each announcement on its own |
How it works
- The list window shows every object. A click opens it; the lime dye asks for an id and makes a new one.
- The properties window shows one button per field. A text or number field asks for the new value, a switch flips, a choice steps to the next value. A blank answer removes the field, so the object falls back to its default.
- A list, such as a tag's frames, a price's conditions or a bundle's announcements, opens in its own window: add a line, click one to change or remove it, go back with the feather.
- The barrier deletes the object.
Action lines can run console commands
A tag's on-success and on-failure are action lines, and [console] runs a command as the console. Editing them
needs uxmchat.editor.actions as well as uxmchat.editor.tags. Give it only to people you would give the console.
Related: Editor windows, Channels, Tags, Announcements
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