euddraft takes one configuration file and builds the map. There are two extensions, and the difference is whether it compiles once.
| .eds | Compiles once and stops. |
|---|---|
| .edd | Daemon mode: it watches the folder and recompiles whenever a file changes. |
[main] input : 입력 맵 파일 이름 output : 출력 맵 파일 이름 [플러그인 이름 1] :: 두 개의 콜론은 주석입니다 키 1 : 값 1 키 2 : 값 2 [플러그인 이름 2] :: 인자가 없으면 아무것도 쓰지 않습니다
euddraft ships with several plugins. The one nearly every map uses is eudTurbo, which cuts the trigger polling interval down so EUD runs often enough to matter.
| eudTurbo | Reduces the trigger polling interval. Effectively required. |
|---|---|
| dataDumper | Loads a file to a memory address you name. |
| unlimiter | Removes the bullet limit. No parameters. |
| MSQC | Many parameters - the mouse and screen side of things. |
| freeze | Map protection, switched with true or false. |
The order you list the plugins in IS the load order - that is documented, not inferred. So when two plugins write the same display line, the one listed later wins. This is where the hard-to-find symptom comes from: a feature looks gone and the code for it is perfectly fine.
When the game starts, onPluginStart() runs once; after that beforeTriggerExec(), then the triggers, then afterTriggerExec() repeat every cycle. Where to put your code is a question of which of those three it belongs in.
Plugin order decides the screen