Anarch Cassius
Master
Posts: 273
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Joined: Mar 2012
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RE: Bugtracker warning.
Quote: not just simply make everything static and tell everyone to use many workarounds over workarounds
Quote:The code I posted on the bugtracker is a workaround, because sphere doesnt support this behavior on create food spell so I had to bypass the default behavior to make it work
Don't you see the issue there? If we make YOUR code the hardcode than everyone else has to use the "workaround".
What EA does changes from year to year, there is no point in updating the hardcode for every little tweak. That leaves players dependant on the developers for the static changes you hate.
It would be much better to pack up your "workarounds" and distribute them as a script pack for EA compatability. Frankly I'd prefer all the spells were soft coded in what you refer to as "workarounds", that way they are more editable.
So if you want your softcode included in an optional script pack I'm all for that. If you want hardcode changed to mirror your softcode than understand you are merely making things static in a different way and forcing different people to use "workarounds". In fact I don't think it's right to consider scripted spells "workarounds" at all. That's almost on the level of saying writing NPC specials is a "workaround" for them not being hard-coded.
The combat engine bypass is what I would call a work-around. It's very obtuese and uses some tricks to get around Sphere limitations but in the end it works. Merely soft-coding something is not a workaround, it's making that code exposed and editable to all players.
Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
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12-02-2013 07:03 AM |
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The following 1 user Likes Anarch Cassius's post:1 user Likes Anarch Cassius's post
Khaos (12-02-2013)
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