Ok, so I would like to have an intelligent discussion about adding scripting to my version of mirage. Now I posted it here so that I wouldn't get the usual response of "SADSCRIPT IS SLOW!!!!!!!!!1111". Yes, I know scripting can be slow, but if you don't use it like elysium and its descendants to which is to have main parts of the code in vbScript, and use it for making custom npcs and items and spells, it can become a very useful tool to even the experienced programmer.
So my question is what would be the pros and cons of adding scripting. Who is for it and who is against it?
I think its a great idea just as long, as like you said, there isnt a level up sub, on death sub, join game sub, blah blah blah, I think it should be strictly for NPC's, Items, and spells, Oh and Tiles.
Like I said, scripting is a must for any game, opensource or not.
Using it properly would mean the scripting is being used for a LOT more than a simple JoinGame, so speed's definatly a big factor.
show me "fast" scripting.
I wouldn't locate it in the map file. The client doesn't need the scripting features, and it is useful to have the same maps clientside and serverside. But yes, I was thinking of having the script editor inside the other editors, map editor included.
james1992_2006
Unregistered
Nean Wrote:I was talking to a C programmer about scripting languages a while ago, and he mentioned BooScript, LUA, and Python for scripting. Also, I made a topic about implementing SadScript effectively, but I guess no one knows, or is too lazy to explain. 
I've experimented with LUA in the past, It's kind of slow when It loads the very first thing(like the first scripted npc or w/e you click loads up slow) but after that everything load's up pretty quick.
im for it. just make two versions, one with the strict stuff and one with the junk (join game, etc) added in for noobs who will fumble with the hardcode and possibly screw their game/engine