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0000
Scripting - Need Details\Whitepapers\etc
2b5dan
Hey all. I have seen scripting beat to death on these forums and everywhere else. Most of the questions I have, have been answered except the important one. That is where are the white papers or write-ups of the specific functions in the game for scripting? I seen some examples like a hash command to identify an object to the game like #s to identify an in game script. Here is what I am looking for: - What version of ES does Hackmud understand (4, 5, 6)? - What ingame functions are available? - Their parameters and input types. (usage examples would be helpful too) - Their return types or format (since this is javascript). - Related to 2 but how returns types can be handled in game. - How can it be displayed back to user for example? (I can see how it can be used in another user script. - Explanation of script character count. - This just means how can I tell how many characters I can use? - How does the char_count_v# affect character count. - What is classified as a character? (space, \n, \r, etc) Quick background. I write C#, Powershell, python, JS for NODE and Angular(sometimes). For JS I tend to gravitate to using Typescript. I like Java but I also fell in love with having rigid types in my code. Free form JS you have to track well what you do as you can step on your toes with types. Typescript helps with that. If I get enough data, I may write up a definition file for Typescript that can be used to create scripts in this game. Maybe write up a base template with it too. The character count is important because transpiling from Typescript to java can produce some lengthy JS but it creates "GOOD" javascript in my opinion. For users with high character counts, this could be little concern compared to having a framework to spew out fast and easy scripts because typing saved you some debugging syntax errors by debugging at transpile time versus ingame (runtime). Leave runtime to test for logic errors. Anyway, it looks like something fun to do on the side.
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