Canonical source:
plugins_default/legacyshellcore/README.md- edit that file, not this page (this page is built live from it, nothing here is a tracked copy).
LegacyShellCore
The flagship content-pack plugin - custom maps, items, stamps, a baseline shop pool, and a couple of gameplay easter eggs, all bundled together. Referenced throughout the rest of this wiki as the canonical example of the Content Packs shape (models + items + maps + client code, one plugin).
What it actually ships
- Maps:
maps/Flat.json,Smallville.json(loaded viaservices:initTablesMaps). A separatemaps_disabled/folder (several 0.9.0-era alpha maps, "Brimstone", "Two Towers Too Many") sits alongside it but is never read - onlymaps/gets passed toinsertMaps, so anything inmaps_disabled/is present in the repo but genuinely inactive, not just cosmetically hidden. - Items and models: via the standard
initTables/prepareBabylonhooks (see Content Packs). - Stamps: registers its own
stamps/folder viaclient:stampImageDirs(see Stamps and Babylons). - A permanent baseline shop pool: registers a synthetic seasonal event (
services:eventsInit) named_legacyshellcorethat starts01-01and lasts999w- functionally "always active" - definingtier1pool/tier2pool/tier3poolitem-tag lists (tier2count: 3,tier3count: 8). This is the real mechanism the public instance uses to give the weekly shop rotation a permanent pool to draw from, expressed as an ordinary (if unusually long) seasonal event rather than a separate system. - A map tag tweak via
insertMaps: adds aHiroshimagamemode flag to the "Ruins" and "Shipyard" maps specifically (the source comment: "better than modifying the maps directly") - a real example of adjusting default map data from a plugin instead of hand-editing the shipped map JSON.
Two gameplay easter eggs
Both gated behind a room's gameOptions.glitchyRoom1/glitchyRoom2 flags (not exposed through any normal command in this plugin itself - something else would need to set them):
glitchyRoom1: everymetaLooptick (2000ms), broadcasts a customglitchedKekpacket full of random bytes to every client in the room and posts a "The room has been glitched!" notification - a harmless, purely cosmetic troll effect.glitchyRoom2: ongame:clientPackSyncLoop, setsplugins.cancel = trueand packs garbagecontrolKeys/yaw/pitchvalues into the outgoing sync packet instead of the real ones - a real, if silly, example ofplugins.cancelfully replacing a default packet-building step, same mechanism as Replacing Core Behaviour, just aimed at chaos instead of a real feature.
This page was drafted with AI assistance and reviewed for accuracy. If something looks wrong, please open a PR or flag it.
