FOnline Development > Questions and Answers
Calling a script from AngelScript
wladimiiir:
Thanks for your effort. You made a complex (and clean code) solution of what I have ended with: :)
--- Code: ---#include "fix_boy.fos"
FixFunction@ GetFixFunction(string functionName)
{
if(functionName == "fix_boy@fix_AnyStuff")
return @fix_AnyStuff;
else if(functionName == "fix_boy@fix_AnyRounds")
return @fix_AnyRounds;
// add your fix_ functions here
else
return null;
}
--- End code ---
I would use your code, though, if you don't might. ;)
--- Quote from: Wipe on May 09, 2015, 05:54:28 am ---As i understand you want to avoid .dlls [where whole thing would be much easier and shorter] for maximum portability, or is there any other reason?
--- End quote ---
Not really, this is still an option, but for me a little more complicated with more effort to realize.
devis:
Is there a real reason to stick with hard-coded CraftItem over a scripted craft system? Other than for production speed.
wladimiiir:
The only reason why I stick with the current one is that if someone would like to use this "advanced" FixBoy, he does not have to recreate all craft definitions from FOCRAFT.MSG to some different system.
But I have also noticed that 2238 had some endeavor for creating independent CraftItem definitions. :)
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