gros wrote: > > This is the latest revision of Crossfire Scripting Extensions. > > What's new from b10 ? > - Some minor modifications in crossfire-message function (now allows an > optional color arg). Note that that feature may very well go away. AT some time, the message handling between server and client will get updated, such that the server will tell the client the type of content the message has, and the client will then choose appropriate font and color to display it in. In theory, these settings would also be customizable by each player, so some could have level gain info in red, while another could be using a bold font in blue. I haven't come up wtih a complete list of message types - there will probably be somewhere under 30. But a quick list off the top of my head would be: attack messages (you hit/you miss) kill messages (you kill or your pet kills) ability gain/less messages resistance gain/loss messages level/gain loss messages (overall level + skill would use the same code most likely) spell listing shop listing connected object related stuff. and probably some others. When this is done, probably new categories will be found when going through the code. the scripts should probably not 'spoof' these messages, unless it is really doing that action but the normal procedure that would print the message would not be called. > What is planned for b12 ? > - New script event triggered for armours whenever the wearer is being > attacked; > - Basic multithread capabilities for asynchronous script execution; > - Character controller modification by scripts. do we have any performance related information on the use of scripting? While having most every object have its own script (armor trigger event, weapon triggered events, etc), what will be the end result for having thousands of scripts potentially active? Memory consumption? cpu consumption (even if threaded, unless on a multi cpu system, it means it will still be taking cpu time from other processes). What I'm really getting at here is that before pursuing lots of objects having their own scripts, we may want to find out if the server will be able to reasonably handle that.