# Creating a plugin Apollo's plugins are written in [Kotlin](http://kotlinlang.org) and are primarily for content, not core code (if you aren't sure where your code should go, ask in irc). Note that this tutorial assumes some familiarity with Kotlin, although good Java knowledge will probably be enough. Note: This tutorial is for developing Plugins for the kotlin-experiments branch prior to the release of the Kotlin plugin system for Apollo. ## Create a working environment ## Create the plugin metadata Apollo's plugins are stored in */game/plugin*, and each plugin has its own directory. Create one for your plugin - something like 'myplugin'. Inside that, create a directory called 'src', then right click it and 'Mark Directory as > Sources Root'. It should turn blue. + Inside your plugin's directory (*not* in src) you'll want a *build.gradle* file, containing something like: ```groovy plugin { name = "myplugin" authors = [ "your name" ] } ``` Sometimes you need to use code from another plugin, which can be done like so: `dependencies = [ "util:lookup" ]` This imports the `lookup` plugin from `util`. ## Write the plugin Plugins are written in kotlin script (_.kts_), which is then transpiled into Java (bytecode) at compile time. Kotlin script is designed to be executed like a scripting language: you do *not* need a main function (a kotlin script consisting of nothing more than `println("Hello, world!")` will indeed compile and print "Hello, world!"). Apollo uses the _.plugin.kts_ extension to mark files as plugin scripts. Add a file named 'myplugin.plugin.kts' inside `src` and add the following code: ```kotlin import org.apollo.game.action.Action import org.apollo.game.message.impl.InventoryItemMessage import org.apollo.game.model.Item import org.apollo.game.model.entity.Entity import org.apollo.game.model.entity.EntityType import org.apollo.game.model.entity.GroundItem import org.apollo.game.model.entity.Player class DropItemAction(val player: Player, val slot: Int): Action(delay = 0, immediate = true, player) { override fun execute() { val region = player.world.regionRepository.fromPosition(player.position) if (region.getEntities(player.position, EntityType.DYNAMIC_OBJECT, EntityType.STATIC_OBJECT).isEmpty()) { val amount = player.inventory.reset(slot)?.amount if (amount == null) { return } val item = GroundItem.create(player.world, player.position, Item(item, amount), player) player.world.spawn(item) } else { player.sendMessage("You cannot drop this here.") } stop() } } val DROP_OPTION_ID = 5 val INVENTORY_INTERFACE_ID = 3214 on { InventoryItemMessage::class } .where { option == DROP_OPTION_ID && interfaceId == INVENTORY_INTERFACE_ID } .then { player -> player.startAction(DropItemAction(player, slot)) terminate() } ``` Here we have an *action*, and a *listener*, the two core features of plugins. The `on {...}` lambda at the end is the listener, and listens for specific event types (typically a *Message* subclass) Here we are listening to `InventoryItemMessage`s, which are called whenever a player performs an action on an item in an inventory. + The `where` clause is used to filter out requests that don't match what we're looking for: here, we only care about messages where the player selected the fifth option (used for dropping), and when they selected that option on an item in the inventory (i.e. the interfaceId matches the inventory interface id). `where` is executed from the context of the intercepted message, so `option` and `interfaceId` are actually fields inside `InventoryItemMessage`. + The 'then' clause is executed if the `where` lambda evaluates to `true`. *Actions* are used to schedule player (or NPC)-related code to be executed in the future (and optionally, periodically). Plugins also have actions that can be used to suspend/asynchronously execute code. Here we're creating an `Action` that removes an item from the player's inventory and spawns a `GroundItem`. Because `Action`s are scheduled, `execute()` will be called every server pulse (tick), until the `stop()` function is called. Now you can build it by running `gradle build` in the command line, or in IntelliJ via 'View > Tool Windows > Gradle > Execute Gradle Task' (type 'build' for the command). Voila!