Can you provide a built-in library of commands, functions, and properties for game scripters? With this, your users could do powerful things - say, change the color of all pieces, or set the permissible moves for a piece - without having to use lengthy scripts. Most of the scripting would already have been done for them. (It would be quite a bit of work to write a library for game scripters, but it has to be easier than trying to implement an entire programming language for them.)

Jeanne,

As you have already seen if you are following this continuing disjointed, rambling saga, I have kind of come to the conclusion already that this would be the best way to implement things. Using this method also makes it easier for people to transition from simple game modules into much more complex ones without having to learn everything from scratch. They simply keep using the same commands, but start taking advantage of Transcript features also.

In Rev, this does mean that I would be building scripts on the fly and this is where I start running into RunRev imposed limitations on standalone apps.

And I second Geoff's suggestion to get in touch with Kevin and inquire about whether you can make special arrangements as to script limits.

I will do so, but I've been trying to think through exactly what I need before asking. It would be nice if people could use at least some features of Transcript in their scripts without having to buy a DreamCard license. But what could/would they realistically be limited to? I see a need for loops, variables, and IF-THEN statements at the very least. Of course each object in the game needs to be addressable as well. I need to keep my proposal simple since I'm looking to do this at essentially no extra cost (or minimal cost).

Given the structure of Rev stacks, these scripts would probably have to be importable into almost any kind of object in order to work. Cards might need to have specific behaviors built in, etc. Of course, it would be possible to address all of this from a script at the stack or card level, but that might be a bit of a mess. I would basically have each element in the game try to call a script with the same name as the element - for example, playingPiece1 tries to call the playingPiece1 script which would exist in the card. That would enable me to import the commands to just one object. Does that seem like it might be a useful way to limit things; that is, restricting scripts to just one level of the message hierarchy?

-Rodney
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