Solthar said :
quote:
I was looking at BOTH of our systems (mine and pax''s) in depth tonight and have come to one astounding, but true, conclusion.
We are not writing a script, but setting variables.
I don''t want to be like nagging, but I think we are three people to have told you so already (granted it was on the other thread on Game programming).
As you say, you don''t have any conditional, or loop structure, you only have to set attributes, eventually in an embedded manner (if a spell can call another spell).
And even if you have conditional structures, I don''t think it would be that hard to do (if you don''t allow too complicated conditions).
As I said in the other thread, if you read the Flipcode article on scripting engines, you will see that most of the work goes in the verification, translation and other stuff that a good compiler do. But if you use a graphical interface (a bit like the one in MAcormedia Flash ?) you can make a foolproof system (well, at least you can try more succesfully).
So now, the main problem is how do you generate a spell ?
Personnaly I like the grammar view about it.
A spell is like a sentence.
You have a Verb, an Object, and adjectives and complements to specificy things like size, direction, special effects, etc.
Say a fireball use a verb Create
then in a list of Objects, you choose Elemental, the Fire, then you add adjectives like Shape (ball), Speed (it''s moving) and whateve other things you can add a complement to your sentence "To" which then asks for an Object, you would choose Target, Other (you have to designate a target that the fireball is going to be sent to)
Of course my example is messy and confused, but I am just typing this on the fly, and besides, I just want to give you an idea on what I am taking about.
hope it helps.
youpla :-P
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