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icon7.gif  fable scripting language [message #30190] Mon, 01 October 2007 04:40 Go to next message
kameo is currently offline  kameo
Messages: 5
Registered: September 2007
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: fable scripting language [message #30194 is a reply to message #30190] Mon, 01 October 2007 06:07 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
I don't think lion head would be happy with that, as I think they made their own language (if they didn't we'd have cracked everything by now), custom scripts are the most powerful since if you need something you can just make a new script for it. Good luck with making a good game though.

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Re: fable scripting language [message #30322 is a reply to message #30190] Mon, 01 October 2007 20:36 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

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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.


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