scripting question [message #32065] |
Wed, 17 October 2007 04:37 |
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]
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Re: scripting question [message #32102 is a reply to message #32065] |
Wed, 17 October 2007 14:46 |
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Haven't heard of it, that would be REALLY cool though, because we could make "easy" tng editing. (for example of a tng file:
Quote: |
SPAWN 5keychest;
(coordinates)
OBJECT_HERO_BOOTS;
OBJECT_JOB_MASK;
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that would be awesome
)
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: scripting question [message #32109 is a reply to message #32065] |
Wed, 17 October 2007 15:29 |
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yeah, but it would get rid of all the unneccesaries, + you could make the UID randomly generate itself
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: scripting question [message #32126 is a reply to message #32065] |
Wed, 17 October 2007 19:02 |
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duh, I meant the [0]HERO_BOOTS_blah blah
and making it easier to read also
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: scripting question [message #32170 is a reply to message #32065] |
Thu, 18 October 2007 01:24 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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The answer is no.
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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