> Latex stuff could probably go away - I don't know the last time anyone > updated the tex stuff (but to be fair, not sure last time any documentation > has been updated).
Actually, it seems to be kind of uptodate, since it generates data from archetypes and such. I'd be more inclined to keep it - spoilers, handbook and such are nice. Also a list of gods is nice to have locally. (could be used to make PDF manuals distributed with client) > OTOH, we are talking a very basic scripting language here. If we want to > be technical, we could say the existing message/endmessage stuff if some > very very basic scripting language - its just simple enough that it is easy > to for anyone to use because it has very few options/commands. True. But at some point people will want more than what the message/endmessage offers, so we'll be back at square one - either use our own scripting language, or an existing one. > One thought I did have is that the map editor could be modified to make > use of such scripting easier. Have something which says the variable name, > whether that is a player persistent variable or not, what operation to use > (<>, =, >=, etc) and what value to check against. > > Likewise, another dialogue/option could be similarly used to set > variables. Yes, if dialog is a state automate, it could be created through dialog boxes. > Not sure, but one issue with the scripts right now is that they live in a > separate directory, so if the map editor creates them (which would be an > option), the map developer would have to know 'also include so and so > script'. Scripts can be put in any directory :) > But that just lists what you can use in writing a python script. > > It doesn't say what scripts may be available for use already and how to > use them. > > For example, if the method we decide to go for is that we will use > scripts to give out exp, then it probably would make sense to have a > generic script that takes some parameters on what skill and how much exp to > add, so you could do something like: > > event_activate give_exp.pyc throwing 6000 > > (no idea if that is really the correct syntax, but you get the point). > > If that is done, then the give_exp.pyc, and other general purpose scripts > need to be well documented so people know about them Yes, but there aren't many scripts around - the IPO, a few related to guilds, casino, misc. They should probably be documented, yes. Note that right now you can't easily directly add exp to a skill, but imo that's a function to be added. Will try to do that at some point. > That is one advantage of archetypes - while it may be hard to find > something, they are all available in the editor, and the editor provides > customized dialogues based on type. So if there was an exp giving > archetype, the editor file would be modified to ask for the skill to give, > how much exp to give, and perhaps some other parameters (all members of the > party, etc). True. Then maybe editor could be extended to know about Python functions, and our built-in stuff :) > True, but I'm not sure if that is indication of a good design/easy to use > system. > > Most people want instant gratification - if they have to wait hours or > more to get the answer for something like 'how do I give an exp reward to a > character', they may get a bit discouraged. > > And just going forward, it doesn't seem like 'get a developer to help you > write your maps' isn't really the right thing to say. This is why I push > for the idea the common/general purpose operations should be in the core > server with archetype attached to it, so it is easy for people to use. > > Of course, an archetype with a script created could be made, with certain > fields of that archetype containing the skill and exp. But then you start > to ask, if we're going to do that, why don't we just write the C code? But at some point there will need to have a developer involved, when the script starts to become complex. Yes a mapmaker could, with a simple script, make a quest to have a player deliver an item from one NPC to another. But to check whether 5 players do the Holy Dance of Purification correctly to finish the temple cleaning quest, you'll need more than what message/endmessage offers :) I agree though we should try to make it the easiest for mapmakers, by offering the more easy functions to access. Nicolas _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

