Plugin Creation Guide

Getting Started

Before we can start delving into any Python Code, A few things need to be in place.

  • A plugin codename must be chosen
  • A sane build environment must be set up
  • setup.py must be edited to build the new plugin

Plugin codename

A plugin codename is a name that is used internally to identify the plugin.

The codename can only contain letters a-z, all other characters, numbers, or spaces will cause confusion and possibly errors.

possible examples are

  • geplugin
  • calcs
  • playerstats

From now on, for sanity I'll just use "MYCODE" in every place you should paste your chosen codename

Sane build environment

If you are using the Runewin sourcecode, then the easiest step is to copy the test plugin and edit that.

cp -r runeinfo/test runeinfo/MYCODE

Edit setup.py

gedit setup.py

Find the "packages" section that looks alike to this:

packages=['smallirc','runeinfo','runeinfo.playerstats'...

and add

,'runeinfo.MYCODE'

The Plugin

Code in the plugin will be run like a usual python script, with a few interesting points

  • plugin.ButtonLabel variable is used to show the Plugins User friendly name. This may later pave the way to Runewin being multi-lingual
  • plugin.Container must be a gtk widget of some kind, able to be .add()'ed to the Runewin Help window
  • gtk.main() must NOT be run, since this is taken care of by Runewin

Testing & Debugging

To run the plugin, first install runewin (along with the plugins) again

sudo python setup.py install

Run Runewin and then Press Alt-M on the Runescape window, to show the menubar.

Choose Main->Settings and choose the Main tab, and tick your plugin to add it to the plugins you wish to use

(Note that unless the plugin crashes, Runewin will remember to have it enabled on each run)

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