ZoriaRPG
11-26-2018, 09:40 AM
Gleeok Grayswandir venrob
I started to code in the following script types:
npc script
lweapon script
eweapon script
screen script
link script --why didn't I do this as PLAYER script?!
dmap script
Of these, npc, lweapon, eweapon, and dmap all have a 'this'.
I also added a QR to permit item scripts to run for more than one frame. This is now working, as of 2.55 Alpha 2 (http://timelord.insomnia247.nl/zc-dev/2.55/2.55_Win_Alpha_2.zip).
If the QR is enabled, then item scripts run until they run out of scope. You can find it under Quest->Rules->Scripts
In the process of retooling this stuff, I expanded script registers from 256, to 1024. I might at some point see if I can make global--and only global--vars go higher. I don't want to try converting stacks from fixed-sized arrays, to vectors, because that'll be a nightmare with script-changes mid-stream.
Sprites now have stacks, and for similar reasons, I don't want to delete them when they aren't in use, because if the user assigns a script externally, that'll break.
(I do need to delete script stacks from particles, and engine phantom weapons.)
This is the current WIP repo (https://github.com/ArmageddonGames/ZeldaClassic/tree/2.55-scripttypes-parser).
The working/tested bits are in brancg 2.55.
I started to code in the following script types:
npc script
lweapon script
eweapon script
screen script
link script --why didn't I do this as PLAYER script?!
dmap script
Of these, npc, lweapon, eweapon, and dmap all have a 'this'.
I also added a QR to permit item scripts to run for more than one frame. This is now working, as of 2.55 Alpha 2 (http://timelord.insomnia247.nl/zc-dev/2.55/2.55_Win_Alpha_2.zip).
If the QR is enabled, then item scripts run until they run out of scope. You can find it under Quest->Rules->Scripts
In the process of retooling this stuff, I expanded script registers from 256, to 1024. I might at some point see if I can make global--and only global--vars go higher. I don't want to try converting stacks from fixed-sized arrays, to vectors, because that'll be a nightmare with script-changes mid-stream.
Sprites now have stacks, and for similar reasons, I don't want to delete them when they aren't in use, because if the user assigns a script externally, that'll break.
(I do need to delete script stacks from particles, and engine phantom weapons.)
This is the current WIP repo (https://github.com/ArmageddonGames/ZeldaClassic/tree/2.55-scripttypes-parser).
The working/tested bits are in brancg 2.55.