[MUD-Dev] Using Windows Scripting Host
Karl Dyson
karl at humansandmachines.com
Fri Aug 15 16:28:02 CEST 2003
Hi there,
> During the development of MUD32, my own 'for fun' MUD project, I
> have been considering the implementation of Windows Scripting Host
> as a method for adding on-the-fly script abilities that are
> attached to objects.
> Has anyone had any experience with something like this, and can
> offer a few pointers?
I did exactly this and it does work extremely well.
What seemed to be the best method was to write the central core of
the mud in the standard fashion but making sure to use plenty of
classes and functions. E.g. I had functions for movement which only
did one simple task and then the actual process of changing rooms
chained several of these functions together into one routine.
Then I had a dedicated wrapper for all these functions which I
exposed to the scripting host and used the scripts for special
actions on objects/rooms/characters. This meant the mud core handled
all the mundane tasks such as user movement and typical commands, so
I only had to write new scripts when something unusual was going to
happen.
Just do it. ;)
Karl
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