View Full Version : Scripting engines
Drinin
08-10-2005, 03:28 PM
I'm basically know nothing about scripting and scripting engines, so here goes. I play another text game, with it's own client that doesn't support scripting. Are there any scripting engines out there that will work with just any random game? Or does each engine have to be built to be compatible with a certain game client? Basically, I'm looking for something easy to use that I can use for very simple scripts (for attacking shit and movement and stuff).
Shaelun
08-10-2005, 03:51 PM
That's precisely why I designed the application I referenced the way that I did: yes, you can theoretically use the scripting engine I'm still finishing with any text-based game that you want (it's more accurate to call it an interface between Ruby programs and a game, but that's unnecessarily confusing I think).
If you really want to get theoretical, once you were accustomed to Ruby from writing simple scripts for this engine, you could actually use the same unmodified 'scripting engine' file for a graphical game as well, but that would require you to write scripts that recognize total gibberish (e.g., the raw data that your computer turns into graphics) -- so that's kind of far fetched... but the theory is sound.
Drinin
08-10-2005, 03:54 PM
I'd be very interested then.
Shaelun
08-10-2005, 04:01 PM
Like I said, it works at this point, but it's touchy. To be specific, there's currently one very major bug that you can get around with 3-5 lines of code in your script, but the whole thing just doesn't fly the way it is now. Don't misunderstand: it's definitely not ready for use by anyone who doesn't have at least minor experience with Python, Perl or Ruby already, but I'm working on it. It's just gotten to the point of being a realistic product, as opposed to my fun toy to play with, so I wanted to get some input on how it would be received if I posted it for public d/l.
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