Table of Contents

Getting Started

Local plugins

Follow these steps to create, add, build, and reload a local Divine plugin.

Step 1. Install the required tools

Install the required development tools:

Step 2. Create a plugin project

Use the sample plugin project template from GitHub:

DivinePlugins/Samples

Clone the repository and open the solution or project .csproj in Visual Studio or Rider.

Step 3. Check the project files

The project must include a global.json file:

{
  "sdk": {
    "version": "10.0.300",
    "rollForward": "disable"
  },
  "msbuild-sdks": {
    "Divine.Sdk": "1.3.5"
  }
}

The plugin .csproj file must use Divine.Sdk:

<Project Sdk="Divine.Sdk" />

Step 4. Add the plugin in Divine

Open the local plugins page:

https://divine.wtf/local-plugins

Fill in the form:

  • Plugin name: the plugin name shown in the local plugins list.
  • Path to .csproj file: the full path to the plugin .csproj file.

Add local plugin form

Click Add.

Step 5. Enable the plugin

After the plugin is added, it appears in the local plugins list.

Click the plugin status button so it shows Enabled.

Enabled local plugin

Step 6. Build the plugin

Build the plugin project in Visual Studio or Rider.

Wait until the build finishes successfully.

Step 7. Reload the plugin in game

After the build succeeds, go back to the game and press F5 to reload local plugins.

If the plugin is enabled and the build output is valid, Divine loads the updated plugin build.