I can see what i'm going to code now =). Just have to change the map descripting to xml for easier parsing porpuses and i'll begin... But now I can see Phil's point... I looked at the library ref for the exec and __import__ functions (guess i'll use those) but i'm not sure if I can (should) allow someone to put an arbritary python code in my app, that would be too 'risky'. Sure I could manipulate the globals and locals, but still i'm not sure...
The subclasses idea for the scripting sounds very, very nice =) On 7/3/07, Greg Ewing <[EMAIL PROTECTED]> wrote:
Giuliano Vilela wrote: > I'm thinking about making like a > "scripting" language to describe all those things You've already got a scripting language -- it's called Python! The quests could be modules that get imported and plant specialised subclasses of object in the game, such as a gate that opens when you're carrying the appropriate item, etc. -- Greg