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Survey: New Script Editor Ideas Thread

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Darthatron

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  • We may be on the wrong foot from an earlier conversation, but my only bit of advice would be to keep the syntax as simple as possible. XSE does a fine job of making sure that things are easy to read at a glance. There really is no need for syntax from languages like java or c++.

    I don't think we're on the wrong foot?

    Anyway, some people find C++ easier than things like XSE. I'll post a poll some time soon to see what the community wants.
     
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    Yes, but a lot of people at PC wouldn't know C++ syntax, and it'd be easier for everyone to have a familiar scripting language. Why don't you go with the option to use either C++ or XSE/Pokescript style, like I mentioned earlier, though?
     

    droomph

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  • Yes, but a lot of people at PC wouldn't know C++ syntax, and it'd be easier for everyone to have a familiar scripting language. Why don't you go with the option to use either C++ or XSE/Pokescript style, like I mentioned earlier, though?
    BASIC, however, is C/C++ syntax but with more easy-to-understand terms.

    Well, wouldn't you think
    Code:
    #org @main
    [B]if[/B] variable condition number
         [B]then[/B] statement
    is easier to read than
    Code:
    #org @main
    [B]compare[/B] variable number
    [B]if2[/B] condition @statement
    
    blahbitty blahbitty blah
    
    #org @statement
    statement
    ?
    I get lost so much when reading scripts from the actual game...
    C syntax is just more logical sometimes.
     

    Darthatron

    巨大なトロール。
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  • Yes, but a lot of people at PC wouldn't know C++ syntax, and it'd be easier for everyone to have a familiar scripting language. Why don't you go with the option to use either C++ or XSE/Pokescript style, like I mentioned earlier, though?
    I probably will end up having both.
    Well, wouldn't you think
    Code:
    #org @main
    [B]if[/B] variable condition number
         [B]then[/B] statement
    is easier to read than
    Code:
    #org @main
    [B]compare[/B] variable number
    [B]if2[/B] condition @statement
    
    blahbitty blahbitty blah
    
    #org @statement
    statement
    ?
    I get lost so much when reading scripts from the actual game...
    C syntax is just more logical sometimes.
    Agreed.

    EDIT:
    Spoiler:
     
    Last edited:

    Darthatron

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  • Well iif just looks like a typo.

    And plus, why would you use compare when you have an inline if?

    Ah, I don't know. Do whatever you want.

    Right now it's all just concepts. I'm here to get ideas from users. So thanks for your feedback. :) You made good points.
     

    droomph

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  • Also, instead of if condition goto statement you should have the destination code included right after, but indented (by default).

    Like so:
    if condition call {
    statement
    return
    }​

    or:
    if condition goto {
    statement
    end

    That way we won't have to scroll and match up numbers, or deal with seperating out brackets.
     

    Darthatron

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  • Taking what you guys said... What do you think looks better? Or perhaps some other way you have in mind? Please make suggestions. :)
    Spoiler:

    Spoiler:

    Spoiler:


    At the moment my idea is to let all of these syntaxes work, rather than having a specific one. But this could make tutorials very confusing since they could all be using different syntax.
     
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    • Seen Dec 9, 2023
    Definitely 3. It's most similar to GML (a language used in Game Maker that I'm familiar with), which in turn is similar to C++. And it looks the most sensible anyway.
     

    link12552

    decade club
    205
    Posts
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  • Personally I LOVE the semi-colon, it makes thing so much more readable (especially having dealt with VB which doesn't use it)
    Style 3 is a lot more pleasing to me (it's C#!!!!!!! yes, hahahaha evil laughter)
    and it resembles C++/C and a couple of other scripting languages I've encountered over the years, which is good.
    The fewer prog-languages we have to remember the better. :)
     

    droomph

    weeb
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  • Oh, and also, I think it should have a custom pointer thing just like the flag namer.

    For example, instead of memorizing bl #0x82E7BE0 we could just type in bl mod or another name like so.

    Just a thought...
     

    Full Metal

    C(++) Developer.
    810
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    Years
  • May I suggest something? PYTHON STYLE. ;)
    Code:
    flag_name = 0x123 #<- flag number.
    flag_name2 = 0x456 #<- a different flag
    @entry:
       lock();faceplayer()
       if flag_name:
               do_things();
       elif flag_name2: jump @next_label
       release; end;
     
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