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        • Crackshot
        • Auto Restart Notifications
        • Auto Shop Notifications
        • Burnt Block Sets
        • Christmas Event
        • DeadInternet
        • FancyGraphics
        • Health Pack Item
        • Item ToolTips
        • LegacyAdmin
        • LegacyAnalytics
        • LegacySettings
        • LegacyShellCore
        • LegacyThemes
        • LegacyWeather
        • Modern Map Blocks
        • Modern Shell Guns
        • Modern Shell Hats
        • Modern Shell Stamps
        • Minerva
        • ParkourMode
        • Player Count Notifications
        • TimeMachine
        • Vaporwave Map Blocks
        • WhatsAppTheme
        • Zaxonius Custom Guns
      • Examples

        • Modern Shell Maps
    • List of plugins

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 via services:initTablesMaps). A separate maps_disabled/ folder (several 0.9.0-era alpha maps, "Brimstone", "Two Towers Too Many") sits alongside it but is never read - only maps/ gets passed to insertMaps, so anything in maps_disabled/ is present in the repo but genuinely inactive, not just cosmetically hidden.
  • Items and models: via the standard initTables/prepareBabylon hooks (see Content Packs).
  • Stamps: registers its own stamps/ folder via client:stampImageDirs (see Stamps and Babylons).
  • A permanent baseline shop pool: registers a synthetic seasonal event (services:eventsInit) named _legacyshellcore that starts 01-01 and lasts 999w - functionally "always active" - defining tier1pool/tier2pool/tier3pool item-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 a Hiroshima gamemode 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: every metaLoop tick (2000ms), broadcasts a custom glitchedKek packet 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: on game:clientPackSyncLoop, sets plugins.cancel = true and packs garbage controlKeys/yaw/pitch values into the outgoing sync packet instead of the real ones - a real, if silly, example of plugins.cancel fully 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.

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