= ONLY FOR DEVELOPERS = 

!!! EACH NEW SD RELEASE YOU MUST USE NEW SDK !!!

I hope u looked into the ReadMe(eng).txt so ...

Okay guys, if u want to write ur own ScriptDragon plugins u need to be good with C++.
Im using MSVC2010, so all example projects are for this version of VS.
DragonScript allows to call skyrim `native` functions (the one which are using in the scripts),
`obscript` functions (from the old oblivion engine, its kinda deprecated so something may not work)
`console` functions (just like you typed the string into the console -- almost the same as obscript)

"pluginsrc\common" is the ScriptDragon sdk itself
enums.h - game id enums, the list is not complete
invoke.h - native and obscript funcs invoke templates
obscript.h - all obscript functions definition
plugin.cpp - plugin initializer, do not change ANYTHING here
plugin.def - exports for the plugin
plugin.h - header with all of the data which shud be shared between the plugin
skyscript.h - all native functions definition
types.h - game types

By default scripts in the skyrim are classes, so each script represents a class with own parent class etc.
ScriptDragon plugins are not classes, so they can't have OnLoad, OnAttack etc callbacks.
Look into the examples and you will understand almost everything. 
For fast creating new project copy all dummy.* files and rename 'em, then
replace all "dummy" strings in the *.vcxproj via notepad to "%your_name%".

Post your questions in the topic of the ScriptDragon.

Best regards
- Alex