From The Mana World
(Hrmpf! decided to do it in another way) |
m (→eAthena: Some quick thoughts) |
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set zeny, zeny - 12; | set zeny, zeny - 12; | ||
getexp 42, 0; | getexp 42, 0; | ||
mes "[42 experience points]"; | |||
close; | close; | ||
Line 121: | Line 122: | ||
A few things that could have been easier: | A few things that could have been easier: | ||
* Contextual <tt>menu</tt>s | * Contextual <tt>menu</tt>s | ||
* Client side: | |||
** Experience and gold should be announced (per client settings) just like recieved items, such messages should not need to be entered in the script itself | |||
** NPC names should be displayed by the client, not hard coded in place in the script itself | |||
=== tmwserv (currently) === | === tmwserv (currently) === |
Latest revision as of 09:55, 28 September 2009
In my mind a scripting language should be simple to both understand and use. You should not need to be a C++/Lua hacker to be able to create a dialogue menu where some replies depends on certain circumstances. Here follows a few suggestions how the tmwserv Lua scripting could look.
Example script
In current eAthena and tmwserv script as well as a proposal of a more scripter comfortable tmwserv syntax.
eAthena
// Example of NPC script 012-3.gat,43,21,0 script NPC Name 123,{ mes "[NPC Name]"; mes "\"Yah! This is my first spoken line. What do you want?\""; next; L_main_menu: menu "A fancier menu.", L_fancy_menu, "An even fancier menu.", L_fancier_menu, "Do stuff!", L_change_things, "Nothing.", -; mes "[NPC Name]"; mes "\"That means the end. Bye!\""; close; L_fancy_menu: if (!(UNSET_GLOBAL_FLAGS & PARTICULAR_ONE) && !(UNSET_GLOBAL_FLAGS & PARTICULAR_TWO)) menu "Back to main menu.", L_main_menu, "Close.", -; if ((UNSET_GLOBAL_FLAGS & PARTICULAR_ONE) && !(UNSET_GLOBAL_FLAGS & PARTICULAR_TWO)) menu "Back to main menu.", L_main_menu, "Particular option one.", L_particular_option_one, "Close.", -; if (!(UNSET_GLOBAL_FLAGS & PARTICULAR_ONE) && (UNSET_GLOBAL_FLAGS & PARTICULAR_TWO)) menu "Back to main menu.", L_main_menu, "Particular option two.", L_particular_option_two, "Close.", -; if ((UNSET_GLOBAL_FLAGS & PARTICULAR_ONE) && (UNSET_GLOBAL_FLAGS & PARTICULAR_TWO)) menu "Back to main menu.", L_main_menu, "Particular option one.", L_particular_option_one, "Particular option two.", L_particular_option_two, "Close.", -; close; L_fancier_menu: // Credit goes to fate for this (relatively) handy one set @CHOICE_MAIN_MENU, 0; set @CHOICE_PARTICULAR_ONE, 1; set @CHOICE_PARTICULAR_TWO, 2; set @CHOICE_CLOSE, 9; setarray @menu_options$, "", "", "", ""; set @menu_option, 0; set @menu_options$[@menu_option], "Back to main menu."; set @menu_choice[@menu_option], @CHOICE_MAIN_MENU; set @menu_option, @menu_option + 1; if (UNSET_GLOBAL_FLAGS & PARTICULAR_ONE) goto L_fancier_menu_one; goto L_fancier_menu_end; L_fancier_menu_one: set @menu_options$[@menu_option], "Particular option one."; set @menu_choice[@menu_option], @CHOICE_PARTICULAR_ONE; set @menu_option, @menu_option + 1; if (UNSET_GLOBAL_FLAGS & PARTICULAR_TWO) goto L_fancier_menu_two; goto L_fancier_menu_end; L_fancier_menu_two: set @menu_options$[@menu_option], "Particular option two."; set @menu_choice[@menu_option], @CHOICE_PARTICULAR_TWO; set @menu_option, @menu_option + 1; L_fancier_menu_end: set @menu_options$[@menu_option], "Close."; set @menu_choice[@menu_option], @CHOICE_CLOSE; menu @menu_options$[0], -, @menu_options$[1], -, @menu_options$[2], -, @menu_options$[3], -; set @menu, @menu - 1; if (@menu_choice[@menu] == @CHOICE_MAIN_MENU) goto L_main_menu; if (@menu_choice[@menu] == @CHOICE_PARTICULAR_ONE) goto L_particular_option_one; if (@menu_choice[@menu] == @CHOICE_PARTICULAR_TWO) goto L_particular_option_two; close; L_change_things: heal 500, 100; if (countitem("Iten") < 2) goto L_not_enough_items; if (zeny < 12) goto L_not_enough_money; delitem "Iten", 2; getitem "Gr8t Iten", 1; set zeny, zeny - 12; getexp 42, 0; mes "[42 experience points]"; close; }
A few good things:
- Relatively straight-forward language
- Including label gotos
A few things that could have been easier:
- Contextual menus
- Client side:
- Experience and gold should be announced (per client settings) just like recieved items, such messages should not need to be entered in the script itself
- NPC names should be displayed by the client, not hard coded in place in the script itself
tmwserv (currently)
-- TODO
A few good things:
- ...
A few things that could be made easier:
- More straight-forward language
- Especially with regards to function naming and scope
tmwserv (proposal)
-- TODO
See also
tmwserv:
- Script bindings — things we currently can access through scripts
- Script bindings to do — things we should be able to access through scripts... in time
- <tmwserv-data>/scripts/test.lua — current script example
eAthena: