Script porting to Javascript

For AI and campaign script related discussions and questions
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milo christiansen
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Re: Script porting to Javascript

Post by milo christiansen »

All that would be needed is a simple "* 128" for now, if something more complicated is wanted it could be done later.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
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Buginator
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Re: Script porting to Javascript

Post by Buginator »

milo christiansen wrote:Time to start learning a new language I see....

After a little thought, This Is Great!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lots of people know JavaScript so the number of potential scripters has just gone up :3
:hmm: You do know that most of wzscript is pretty close to JS anyway ? Yeah, wzscript isn't as nice in some areas (ok, in some areas, it is really, really bad), but it has some nice things in it as well... JS isn't a panacea at this stage of the game.

I have completed a trial run with wzscript ->JS doing the minimum amount of work required to get it working, and it showed me, we still need to fix quite a few things. :stressed:
and it ends here.
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milo christiansen
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Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: Script porting to Javascript

Post by milo christiansen »

Its pretty close in the way that C and Java are close :geek: They look kinda similar but there are some pretty big differences :)
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
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