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Information on what is this project about, and how to write scripts #163
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This project is about modding toolset for a Disciples 2: Rise of the Elves game, v 3.01. As for the scripts, they all can be placed in several categories:
Scripting api is the same for all script categories. What script writer can use completely depends on input parameters of script callback functions. For example, battle state exists only during a battle, therefore callbacks in attack ranges scripts have such parameter, while scripts for event conditions are called outside of a battle and are unable to access battle representation. Check the readme, though it's a bit long a boring, but I hope you will find even more answers. |
You should also check api documentation in luaApi.md file. It describes entities of the game that are accessible and shows couple of examples for each script category mentioned previously by me. |
Thank you a lot. But Lua/scripts are only "scripting" layer. What about logic that allows the scripting to happen at all (I see some C++ code)? You wrote " There scripts are also called from the game engine", yeah, but game engine natively supports such things, or does it require some injection? Maybe I'm just a noob when it comes to hacking the game to allow modding, but big-picture of architecture how everything is connected with each other (and how it works under the hood) would be interesting. I'm not asking to write anything like that, just dropping thoughts on interesting project. |
This project mostly consists of c++ code. The scripting used only for users convenience - each mod author can customize game mechanics (to some degree) as they wish without c++ knowledge.
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Awesome, that closes the topic. I find it useful though, maybe it can be put in some docs then. Have a great day! |
I'm really impressed by what is happening in this repository, and I will keep an eye on it, and eventually help with some things.
It stands for modding toolset, but currently it looks like a script loader, which is fine, but what is a "script"?
What are script's capabilities? Is the script name connected somehow to its content, or is it irrelevant?
I looked through scripts directory, and I see some functions, and the implementation is clear, but when and by what they are called?
Are scripts self-sufficient or the actual triggers etc are contained in some other directories in the project?
Some big-picture of all of that could actually ease contribution.
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