> Having the server of a plugin 'patch' objects loaded from the map itself > seems to me to be a pretty horrible hack. I know from a debugging side of > thing, having a bug with an object in some odd state, and not even being > sure how it got that way is a pain. This also seems to be pretty > problematic in terms of specific objects on specific maps (the NPC that > gives out the quest info, for example).
Just a precision: not talking about "patching" / "modifying" objects, just adding event handlers in inventory. > In terms of script language, I think that is almost a different > discussion - if python isn't sufficient or overly bloated, and we should > move to something else, we should do that, but I don't think that should be > an immediate design concern either. > > I forsee that if lua (or other language) is added as a quest specific > script language, it wouldn't be long before it probably would turn into a > full blown scripting language. Yes, that's another discussion :) But for instance Windows users don't always have Python installed, thus requiring it needs adding and maintaining links to Python packages, things like that. Nicolas _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire