LilBudyWizer
Warlord
- Joined
- Nov 11, 2014
- Messages
- 174
In one of my scripts I have
I provide a full path to the script. As near as I can tell if someone puts a "model-options.js" into their mod it will be what I actually import. That you need to take care that every javascript has a unique name unless you specifically intend to override a script. Is that just in regard to the vanilla scripts? If I had a "my-utility-scripts.js" in my mod and someone else did as well then would one potentially replace the other? On a more practical basis if I had two mods and I had "lbw-utilities.js" in both, then would one potentially replace the other though they're in completely different mods? I've been prefacing my files with lbw-, but I'm wondering if I need to include something specifying mod as well.
Also is it just javascripts, or can similar happen with XML files or other file types? Like I have "ModInfo Text.xml" which is a pretty generic name. I know with XML it's the tags when it's loaded, but are there files other than javascript where you have to worry about inadvertently replacing something across the entire game?
JavaScript:
import { Options, OptionType } from '/core/ui/options/model-options.js';
Also is it just javascripts, or can similar happen with XML files or other file types? Like I have "ModInfo Text.xml" which is a pretty generic name. I know with XML it's the tags when it's loaded, but are there files other than javascript where you have to worry about inadvertently replacing something across the entire game?