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(Mighty) Lua Event Manager

(Mighty) Lua Event Manager 02/11/2024

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0.6.1
- Add Write.lua and update a couple examples to use it
0.6.0
- Add sub-categories (1 level only)
- Prevent deleting a category if it contains any events or sub-categories
- Add broadcast setting for local, dannet, eqbc for event load/unload messages
- Add debug option to right click menu on events, will try to /lua run the event script
0.5.0
- Add enable/disable for all options to right click menu
- This will use dga, dgga or dgga to enable or disable the event based on whether it is currently enabled or disabled for the toon using the menu.
0.4.9
- Handle spaces in event names for "edit in vs code" button
Posted by: DoNotReply
0.4.8
- Add `bg` start parameter to start script with UI hidden
Posted by: DoNotReply
Fix an if in an event template
Switch to init.lua pattern
In case you edit the event code in VS code, the button will disable the event, re-load the script and re-enable.
- events should now actually disable when you disable them
- added /mlem binding incase /lem conflicts with something. /lem binding is still there
- Added an "edit in vs code" button to the event viewer, because why not. If you don't have vs code installed, idk what it will do. It just executes "code /path/to/event.lua".
- Updated event export to make sure it doesn't export the (not currently in use) event.load.characters field.
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