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[quote] On 20-07-2015 18:57, Armand wrote: [quote] On 12-07-2015 01:02, Havoc wrote: You're right. It doesn't have a scripting API. I think that's a good thing. I think they're a crutch that limits your growth. Now that the code is open source you can build it yourself if you're willing to code Java. What do you do with a scripting language any way?[/quote] I do small tweaks e.g. custom chat boxes, status bars, output screen text replacement (to make descriptions shorter and clearer), auto-walkers, etc. (on MUDs where that sort of thing is acceptable). At the moment I'm working on a map that knows where I am in a MUD and keeps my location marked and centered as I move around. It's easy because all the needed functions are exposed in Mudlet's API - I don't need to code it all from scratch. Most scripting languages are also general purpose, so you're not restricted in any way. I personally wish there was a client with a Python API, but there isn't (at least not a serious one), so I've gone with Lua. A compiled language is great for building a client from scratch, but inconvenient for quick fixes. I don't want to have to worry about recompiling, source control, unit testing, etc. every time I add 3 lines of code for a small trigger or text capture. There's also a not-insignificant time cost to picking up someone else's codebase and adding your own features to it, and then keeping your forked version synced with upstream changes. None of those apply to add-on scripts. Again, that's just my preference. I can equally see the advantage to a more casual computer user in having a client which provides bells and whistles in a ready to go format.
[ This Message was edited by: Armand on 20-07-2015 18:59 ]
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