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I vote the syntax is made it look more like a proper scripting language and less like a mangled mIRC script.
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I'd rather see something like choosemusic("filename.j2b", true). Or just
Code:
level.music.file = "filename.j2b"Code:
player.position.x = 5Code:
trigger WARP_ENTER {Just some ideas. |
A special spawning function wouldn't be needed then, you could just do something like this:
Code:
create_object("foo") |
Let's go for the IRC-commandish way instead, so they can be used in game like (*presses "T"* /kill Chiyu "Server killed you, becasue he wanted to.").
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I'd prefer a VB-style syntax as it's easy to pick up and use. And object-orientated sounds good, as that makes it easy to dynamically drop stuff in.
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And this is why there is no scripting language yet. We haven't settled on a script.
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Quote:
Code:
trigger KEY_PRESS { |
I support Monolith's idea of incorporating a scripting language designed for incorporation, such as Python, TCL, or Lua. This would be much easier than inventing (and parsing\interpreting\etc.) our own. However, it's still a good idea to brainstorm function and object ideas like Odin, Bloodrabbit, and sers have been doing.
Realize, though, that we don't have direct access to anything. All properties and actions would have to occur through memory hacking. There is currently no known way of spawning players or objects. |
You could always be fancy, and use the MS Scripting parser thing (and let people write in VBScript or JavaScript). That way all you have to do is provide a bunch of objects for use by the script. Whatever's used should be something designed for this, and not something like IRC syntax (which has its uses but not as a scripting language).
I'd suggest at a minumum Game, Player and Event classes. You could then add subclasses like Baddie, Boss, Weapon, Shield, Food and so on. Game would be the grand-daddy of them all, and do things like manage game state and provide a method for accessing and adding Players and Events. Player would contain access to the state for a specific player, like health, ammo, gems, coins, etc. Event would contain the event params and location. Child classes of Event could have more specific details, like the current health and location of a baddie. |
Completely unrealistic. Not going to happen. Just think about the synching problems between the game network sending a "shot fired" event, and your scripting network doing the same.
(On a side note, if you ARE going to try this, I suggest lua.) |
I'm in favor of what Link says. I'm even considering making such a thing. I've been working with Python quite a bit lately and I like it a lot.
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