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Created page with "=== History === === Our Implementation === Our RuneScript implementation deviates in a few ways, but this is because we continued to learn during the project's development. # We support some language features that were introduced later: local variables, procs, booleans, structs, enums, dbtables, and debugprocs. # Our pointer checking supports inversions: <code>if (p_finduid(uid) = false) { return; }</code> is valid code, and code following it will have the pointer set...." |
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# We support local variable declarations at any scope. Traditionally the real game must have them at the top level. | # We support local variable declarations at any scope. Traditionally the real game must have them at the top level. | ||
# We split strings on the pipe <code>|</code> character to continue text on newlines, if we need a manual break. | # We split strings on the pipe <code>|</code> character to continue text on newlines, if we need a manual break. | ||
=== Learn More === | |||
[[RuneScript/NPC Queues|NPC Queues]] |
Revision as of 04:41, 17 March 2025
History
Our Implementation
Our RuneScript implementation deviates in a few ways, but this is because we continued to learn during the project's development.
- We support some language features that were introduced later: local variables, procs, booleans, structs, enums, dbtables, and debugprocs.
- Our pointer checking supports inversions:
if (p_finduid(uid) = false) { return; }
is valid code, and code following it will have the pointer set. - We support local variable declarations at any scope. Traditionally the real game must have them at the top level.
- We split strings on the pipe
|
character to continue text on newlines, if we need a manual break.