Quote:
Originally Posted by Skyld
This sorta makes everything complicated, because then scripters have to learn to expect different functionality for what should be "built-in functions" across different servers.
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Which is not a problem if they're documented well, as they should be.
Quote:
Originally Posted by Skyld
It is also probably way too easy to break a lot of existing code very quickly also by making a mistake in such a class.
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You don't get anywhere without taking risks.
I'm against it simply because of the way GScript is. In a fully object oriented situation, you'd have something like:
PHP Code:
// C# pseudocode
public class TValServerNPC: TServerNPC {
public override void ToWeapons() {
throw new NotImplementedException("LOL NOPE");
}
}
And then have all your scripted stuff subclass TValServerNPC.
Something similar would just be odd with how GS2 is now.