[DiscordArchive] how come?
[DiscordArchive] how come?
Archived author: <o> • Posted: 2022-02-09T17:32:54.548000+00:00
Original source
you can probably argue eluna went too far in trying to be compatible with like 5 different cores at the same time, but just the fact they could do that i think still shows the benefit of that design
Archived author: Dep • Posted: 2022-02-09T17:33:06.037000+00:00
Original source
good thing though. in .NET it loads the functions when you call them. So if you don't use it, it won't break your scripts
Archived author: Dep • Posted: 2022-02-09T17:33:28.795000+00:00
Original source
so even if the declaration is wrong it will ~~work ~~ not crash your server as long as you don't call it
Archived author: Dep • Posted: 2022-02-09T17:36:43.790000+00:00
Original source
I lack imagination myself. The designers with good ideas lack the technical knowhow to implement their vision.
Archived author: Dep • Posted: 2022-02-09T17:37:28.766000+00:00
Original source
dream is to bridge that gap so the game designer has free hands to do anything they like without getting bogged down with all this technical stuff
Archived author: Dep • Posted: 2022-02-09T17:39:53.322000+00:00
Original source
you could create a whole custom battleground if all the right functions were exposed and implemented as nodes in visual editor
Archived author: <o> • Posted: 2022-02-09T17:41:48.428000+00:00
Original source
there's a lot you need to fix coreside to support custom battlegrounds, but we have a commit somewhere that included pretty much all of it
Archived author: <o> • Posted: 2022-02-09T17:42:13.322000+00:00
Original source
also some lua workaround because it wouldn't recognize custom bg ids for whatever reason, might've done something wrong
Archived author: <o> • Posted: 2022-02-09T17:43:02.738000+00:00
Original source
but we support custom bgs now, our sample is 1 file for all the data stuff and one for the scripts
Archived author: Dep • Posted: 2022-02-09T17:55:38.565000+00:00
Original source
You could also create and modify spells at runtime I think