fable scripting language [message #30190] |
Mon, 01 October 2007 04:40 |
kameo
Messages: 5 Registered: September 2007
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Is there any way of adding more functionalty to the scripting language in fable by maybe editing the C# files
contained in the Defs folder.. i.e adding new custom scripting, for say like to control how many creatures are displayed on the screen at once.
by the way the defs folder is here.... ( c:\program files\microsoft games\fable - the lost chapters\data\Defs)
[Updated on: Mon, 15 October 2007 02:06] Report message to a moderator
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Re: fable scripting language [message #30322 is a reply to message #30190] |
Mon, 01 October 2007 20:36 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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The ThiNG Scripts aren't a scripting language per se. Their used primarily to spawn enumerated objects at specific coordinates. Any decent map format will do that much better.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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