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RuneScript: Difference between revisions

From Lost City Wiki
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.

  1. We support some language features that were introduced later: local variables, procs, booleans, structs, enums, dbtables, and debugprocs.
  2. Our pointer checking supports inversions: if (p_finduid(uid) = false) { return; } is valid code, and code following it will have the pointer set.
  3. We support local variable declarations at any scope. Traditionally the real game must have them at the top level.
  4. We split strings on the pipe | character to continue text on newlines, if we need a manual break.

Learn More

NPC Queues