Addon Settings. |
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Addon Settings.
If anyone can help to how exactly an add-on stores information in the settings.xml I would greatly appreciate it! Thanks guys!
What are you asking?
Jetackuu said: » What are you asking? How does windower specifically save the table to settings.xml. From what I am understanding you create defaults = T{} then use config.save. Can it store table information though? defaults = T{} defaults.player = T{[name] = "playername",[id] = 1} Just a small example. Or is that even how it works? I can't confirm right now, but it's probably just key/value pairs in a recursive way. But I'm not sure what you're trying to achieve.
Your example above would just be output as Code <?xml version="1.1" ?> <settings> <global> <player> <name>playername</name> <id>1</id> </player> </global> </settings> Bismarck.Xurion said: » I can't confirm right now, but it's probably just key/value pairs in a recursive way. But I'm not sure what you're trying to achieve. Your example above would just be output as Code <?xml version="1.1" ?> <settings> <global> <player> <name>playername</name> <id>1</id> </player> </global> </settings> I just wasn't entirely sure how much I could store in the files, and how to properly handle it. I think I have it figured out though with a little testing. Was trying to save myself some time. I also wanted to prevent it from saving settings on a specific character for specific stuff to prevent issues. Not sure how that is done either. I don't use them much, but IIRC the <global> node contains the default settings, and <character> nodes contain specifics that overload the <global> ones.
I don't know if there's a strict limit - probably not worth even concerning yourself with it until you see lag/choppiness due to memory usage, and even then there's functionality to check what memory usage each addon has. |
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