Quote:
Originally Posted by Inverness
That may 'work' but using a specialized function is much simpler and to the point.
I just scan equipped items in the mud object and add their affects to the player's.
You're really over-complicating things that are simple to do with regular scripts. Thats not a good way to bring new scripters into the scene.
|
Inverness, I've provided quite a dynamic way to do a variety of things. If you don't appreciate it for whatever reason you have (which seems to be whatever you can seem to think of), then that's that. Otherwise... There are MANY ways to skin a cat. This is one of them...
I don't think introducing new programmers to concepts such as these will help... But alternatively, for those in the know, these techniques could be used with a wide range of successful usage. Ultimately, by my publishing the code, I didn't make it ANY HARDER to learn to script. In fact, that wasn't even my targeted audience. (Additionally, new programmers could learn by example, so they might not see the full utility, but something like that could let them see how reflective programming could be done )
Whether it is overcomplicating something, or providing a bigger re-usability... It doesn't matter that much. Sure, some things just need a little function to work. Others will need more. And in the end, everything can be hard-coded as one massive monolith. In fact, you could program Graal in ONE FUNCTION.
Now, if you want to argue the value of TMap... I just provided it as a quick freebie and numerous incidents it could be used. If you're debating about Class System... I think you would already be in a level where you can use it if you considered that it is beneficial to use it in the first place. I provided quite a bit of flexibility.
Ultimately, I AM SORRY FOR GIVING YOU FREE CODE, go cry me a river. ( I refuse to feed your troll habits any further. )