SRL Archive - General

The idea of Expandability


Sir R. M8gic1an

2010-11-13 13:05:31

Ok guys, … this might turn out somewhat long, and i'm quite tired, so you'll have to bare with me ;)

I put down the basis for MSI, and I put down that basis from my own scripting style..

Whenever I write a script I make it as easy as possible to add new features / locations / information / anything into it.

Why? Because this makes expansion very easy.

And you guys took this concept really far. We can basically create a script in less than 10 lines, with the scripts records.


But what is the great.. 'thing' about expansion?

The script works whether it is expanded or not. You are not adding key functionalities, you are just 'trimming' your script, or making it cooler.

It works, and you don't really need this, but if it has it you are happier about it.


Did we really need everything to work so perfectly? Not really, but we are happy that it does, and we trust it more for it.





Now, to make my real point,

do we need to cover every single location and every single object when we make a new script/skill ?

No. If someone wishes to use a new location / object / item they can expand it themselves easily.


So guys, have some fun. MSI works. MSI is solid. Just find something that you guys would like to develop, and go for it!

Remember, anything you do can be used throughout 20+ scripts, and will be run by a lot of people, after all, MSI is like #3 on script stats and it's the only one that's properly up to date from the top #5.

Have some fun :)

~RM

NCDS

2010-11-13 13:09:59

From: Sir R. Magician

Remember, anything you do can be used throughout 20+ scripts, and will be run by a lot of people, after all, MSI is like #3 on script stats and it's the only one that's properly up to date from the top #5.

We're actually number 1 by quite a bit right now :p I do see, understand, and agree with what your saying though.

Coh3n

2010-11-14 16:05:21

From: Sir R. Magician

do we need to cover every single location and every single object when we make a new script/skill ?

No, but it shouldn't be ignored. The different possibilities need to be taken into consideration when writing a new skill. With magic, for example, I'm making it work with multiple staffs and spells. Will we have a script that does this, maybe not, but the option is there.

As for the rest of it, it makes sense, I think. We want to be able to easily add features that will work throughout every script, correct?

Also, from the other thread, marpis said something about mining for a couple hours, then woodcutting, then back to mining. We can't actually do this on one player yet as multiple script support hasn't been added. It is on my to-do list right after magic and obstacle handling (any progress on that by the way?).

NCDS

2010-11-14 16:12:54

From: Coh3n

Also, from the other thread, marpis said something about mining for a couple hours, then woodcutting, then back to mining. We can't actually do this on one player yet as multiple script support hasn't been added. It is on my to-do list right after magic and obstacle handling (any progress on that by the way?).


Sorry for the off topic but that seems like it could be done rather simple by perhaps adding a boolean attribute to TScript and set it to true if everything for one script was completed. We would probably need to add another loop in the mainloop too, but I haven't looked at anything yet, just a quick idea.
[/offtopic]

I do think we need to be more appealing to people though. Any bot can run multiple scripts in multiple locations, nothing really makes us standout at all besides the fact that were primarily color.

Coh3n

2010-11-14 16:15:22

From: NCDS
Sorry for the off topic but that seems like it could be done rather simple by perhaps adding a boolean attribute to TScript and set it to true if everything for one script was completed. We would probably need to add another loop in the mainloop too, but I haven't looked at anything yet, just a quick idea.

For multiple scripts? Since the beginning I've thought of it working just like switching players. We'd have a NextScript function. That's one of the main reason I added the CurrentScript variable. ;)

NCDS

2010-11-14 16:17:17

So all your waiting on is a function to switch the scripts?

Coh3n

2010-11-14 16:18:17

From: NCDS
So all your waiting on is a function to switch the scripts?

Pretty much, but I'm sure there will be other complications that we would run into. There always is. :rolleyes:

Sir R. M8gic1an

2010-11-15 03:42:26

obstacle handling is somewhat done, just not implemented.

I'll have a look at the code, I think the code to handle objects is already nearly complete, it just needs to be put into MSI, meaning making it compatible.

I'll have a look.

~RM