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Some Lua scripts are almost completely unusable without proper script-specific editor metatags, smwMap.lua, for instamce. Having to run SMBX2 after every number shift, when it comes to editing spline configurations only to see that path did not fit overworld design is very frustrating. (https://www.supermariobrosx.org/forums/viewtopic.php?f=101&t=26919)
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What lead to the decision of using javascript for the plugin system BTW? Would using lua be better for the plugin system, as many people already know it and it has the added benefit of not being javascript?
Because its already supported language by Qt itself to make scripts use. The easiest way. I already use Javascript at integrational config packs as a language of configure tools. The lua is used on Engine side to code the game logic.
The text was updated successfully, but these errors were encountered: