Script Library

Development of standard ALFA palettes (ABR)

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Overfilled Cup
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Script Library

Post by Overfilled Cup »

[moved from script content thread - cipher]

I read through most of this thread. I never saw a conclusion on how to store ALL of the ALFA scripts.

I would think a library that holds all the scripts including sometimes used ones. It would be nice to see a library that one could browse through looking for a needed script before hiring out the work to a already overburdened scripter (oh yeah dont think yer lives are gonna get any easier once nwn2 hits gold :wink: )

Of course then we add the "mandatory" scripts to the basemod. If its a On use item script like smoking pipes and herbs that would get thrown into the basemod as they are needed to be universal. Scripts such as trash can, soldiers practicing on combat dummies, etc all can be optional and pulled in as builders need them.

Also needed. Theres a ton of stuff that has no function or is against ALFA policy currently (like the cvs_on unlock door script, I did not think we were currently offering exp to thieves for picking doors? But i might be mistaken). Cleaning these up so that we have what we need and the correct function for our ruleset should be an ongoing task.

As for rarely used scripts i see it like this. DM A needs a script for next week seige weapons fair. He then goes to the ALFA script library browses through and finds we currently dont have one. He then writes one up and "submits" it to the library crew who will then look it over and add it to the library ensuring it has the proper documentation and ease of use and fits our guidlines for gameplay. This should not prevent the original writer using it for his fair but is intended for storage and use by the masses that may come along two years down the road and wish to use the script. Making sure it is well documented and uses universal coding would be the goal for having it reviewed before being added to the library.

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Post by ç i p h é r »

The central repository (on sourceforge.net) will serve as the library. We can organize those scripts however we want so it's fairly intuitive to locate them.

The submissions procedure for new scripts is about right. It should be easier to collaborate in this fashion by having server team representatives on the Tech Team that manages the base mod. Everyone interested in developing a gloabl script or system should pay attention to the conventions we've agreed on (which reminds me, I need to pin that up yet).
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Post by Overfilled Cup »

Can we have a list of core scripts then and not focus on obscure scripts or one time scripts. If there going into a repository we can add them as needed. It will be nice to see what our "core" basemod scripts will look like.

A new thread?
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Post by ç i p h é r »

Two places come to mind:

1. sourceforge repository - peterdin has been uploading a lot of current scripts (look under "core"), but it may not be easy to tell what's what. It's a work in progress so we can figure out a better way to describe the scripts themselves.

EDIT: If you go to the project on sourceforge.net and click on the Subversion link, there will be another link on the right side of the page where you can "Browse" the repository. Take a look and post your thoughts about usability, if you have any.

2. Inido's online base mod compendium - we can describe the script packages here possibly.
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