Time for a Script DB?

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AuthorTopic: Time for a Script DB?
BoE Posse
Member # 15
Profile Homepage #0
I can and will set one up if the need exists. The idea, of course, is to provide a 1-stop shop for all your scripting needs.

So, what should this DB consist of? How do we divide the scripts up? Monster, town, what else?

What type of criteria should we have for a script? Commented, uncommented, etc.?

Let's discuss how this should look and work. :D

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All that we see, or seem, is but a dream within a dream.

Visit the Louvre, the BoA Graphics Database at http://www.personal.psu.edu/bxb11/boa/louvre/
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Posts: 653 | Registered: Thursday, September 27 2001 07:00
Infiltrator
Member # 154
Profile #1
I could set one up easy as pie. It'll be something like a categoried list of scripts, and you click to open them.

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00
Warrior
Member # 1505
Profile #2
One already exists. http://www.spiderwebsoftware.com/avernum/blades/workshop/scripts.html

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-Newtfeet
Posts: 151 | Registered: Saturday, July 13 2002 07:00
Triad Mage
Member # 7
Profile Homepage #3
Yeah, but we want one for the long-term, in case spidweb happens to drop support for BoA and takes months to add new things.

I think that you should accept three kinds of scripts - monster, terrain, and cool things.

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"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
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Encyclopedia Ermariana - Trapped in the Closet
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You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Shock Trooper
Member # 455
Profile #4
I can't figure out why there aren't 43 replies of drooling enthusiasm in this thread. This would be the greatest thing since, well, all the other great things you've done for Blades, Brett.

Comments: I'm basically a strategically-shaved gibbon when it comes to scripting, so I wouldn't mind a comments requirement; that said, *i's comments for his mage-killer script are more than sufficient.

Categories: I recall some pretty developed notions about new skills (tool-building was one; I'd add forgery) floating around these parts; also, scripts called by items. Such things could fall under "cool stuff," perhaps. I suppose the question would be, should the categories be defined by game-play effect or by design function (i.e. Town, Terrain, Creature, as Drakefyre suggests)? A few game-play categories might be useful only because complex effects could involve multiple design functions.

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Forgive them, for they are young and rich and white.
Posts: 265 | Registered: Saturday, December 29 2001 08:00
Agent
Member # 27
Profile #5
Considering I want to at least make one decent scenario, and my scripting skills are almost ziltch, that would be awesome.
*drools*
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Infiltrator
Member # 154
Profile #6
I've set one up here. It's totally automated, so the only time between submitting it and it appearing on the site is the time it takes me to approve it.

http://devever.net/boa/?-=archive

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Apparently still annoying.
Posts: 612 | Registered: Saturday, October 13 2001 07:00