Difference between revisions of "User:Demolishun"
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imported>Demolishun |
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=== Current feature being working on: === | === Current feature being working on: === | ||
==== May 29th 2010 ==== | |||
Okay, I implemented the parser because it was not that bad. I made decision to not pre-compile the functions, but I may need to gain speed. Right now the parser interprets each string every time an expression is evaluated. This may cause slow downs later. I also made it so the parser only runs once every 5 seconds. That should reduce the load quite a bit. I have tried to make things event based as much as possible, but the parser really needs to be run to catch things the events can't. | |||
Another feature was detecting a murder of an NPC. The code I had written did not work properly. Now I finally got it nailed down. One issue is that a script on a weapon will not show the NPC in battle if the current strike killed the NPC. If that happens then it looked like to the code the NPC had been attacked when it was not in battle. This made it so I was getting murder increments when fighting bandits. Although, it is possible to murder a bandit (for my code anyway) if they are attacked when not explicitly in battle. This does not affect the game murder tally, but it does show a character trait of the main character. I wanted to track the character's honor. I decided to go this route and if it bothers players I may add a switch to change the behavior to never be able to murder those from evil factions. | |||
==== May 8th 2010 ==== | ==== May 8th 2010 ==== | ||
I am making the decision to bag the parser and use variables to set features on specific effects. I will document on how to add a new effect by creating a mod. I will also show how to add the function call for the new feature into the original mod so that extensions can be made without messing with the original mod. This gives us the full power of scripting and keeps me from doing a ton of work on a crappy parser. For now I will store variables so the existing features can be tweaked. I will also allow for storing variables for add on mods too. This should satisfy anyone's need to expand while not making it unbearable to code. | I am making the decision to bag the parser and use variables to set features on specific effects. I will document on how to add a new effect by creating a mod. I will also show how to add the function call for the new feature into the original mod so that extensions can be made without messing with the original mod. This gives us the full power of scripting and keeps me from doing a ton of work on a crappy parser. For now I will store variables so the existing features can be tweaked. I will also allow for storing variables for add on mods too. This should satisfy anyone's need to expand while not making it unbearable to code. |