Subj : RE: hey nu; question about Enigma.5 To : paulie420 From : NuSkooler Date : Thu Jan 28 2021 20:05:19 Twas Thursday, January 28th when paulie420 said... Pa> Someone posted today that Enigma has a scripting language in order for Pa> any sysOp's to create add-ons or mods. Even though I think this is a dumb Pa> question, I'm asking what that language is?? It's written in Node.js -- async JavaScript. On Thursday, January 28th paulie420 was heard saying... Pa> Anyway, how do Enigma sysOps extend or create mods for the software? Everything you interact with on a enig system is really just a mod when it comes down to it. If you look at a menu.hjson many of them will have a entry like: module: some_mod In general this means that "menu" is backed by some_mod.js. The base class for *most* things you'd want to do is MenuModule, so you'd do something like: class MyMod extends MenuModule { ... } This is a area that's definitely lacking in documentation, but looking at the existing stuff would give you the idea (many people have written mods for it without much issue -- mrc.js being an example. -- |08 ■ |12NuSkooler |06// |12Xibalba |08- |07"|06The place of fear|07" |08 ■ |03xibalba|08.|03l33t|08.|03codes |08(|0344510|08/|03telnet|08, |0344511|08/|03ssh|08) |08 ■ |03ENiGMA 1/2 WHQ |08| |03Phenom |08| |0367 |08| |03iMPURE |08| |03ACiDic --- ENiGMA 1/2 v0.0.12-beta (linux; x64; 12.13.1) * Origin: Xibalba -+- xibalba.l33t.codes:44510 (21:1/121) .