On Thu, Apr 19, 2001 at 10:16:13PM -0700, Mark Wedel wrote: [snip] > > If a common language is used, this may not be a problem. Python and others > > are widespread if not installed by default on many UNIX-Systems. Do we really need a full-fledged scripting language in CF? I was thinking that a simple, internal scripting language would be sufficient (if-then-else constructs, and a few @apply, @say, @give, etc., should be sufficient for our purposes.) [snip] > Note if they are not developers, any language can potentially be difficult to > learn. As said, I don't expect the scripts to be going much beyond if something > else something else type scripts, which I would hope most people would be able > to understand. [snip] I'm a bit wary of doing an overly-powerful scripting language. It seems to me that a simple internal language should be sufficient; no reason to use Python/Perl/etc.. (In fact, although I myself prefer Perl, I'd say, don't use Perl or Scheme by any means; those languages are meant for computer scientists not ordinary map designers.) Of course, if we *do* decide to go that route, we might be able to build more clever AI into monsters/NPC's than we currently do. Prime example: holy-wording monsters behind earthwalls -- or anything behind earthwalls, really -- even if they're too dumb to break the walls, why should they stand there and let themselves get hurt? Also, it might be helpful if you can actually instruct your pets/followers to do something. Maybe simple commands like "sickem" or "flee" or "stay" (don't attack). T -- MASM = Mana Ada Sistem, Man!