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JavaScript plugin support #496

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Alucard648 opened this issue Jul 3, 2022 · 3 comments
Open

JavaScript plugin support #496

Alucard648 opened this issue Jul 3, 2022 · 3 comments

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@Alucard648
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Alucard648 commented Jul 3, 2022

  1. So you won`t forget sbout this task.
  2. 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)
@Wohlstand
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This will go after upcoming reconstruction. First off, I have to release the relatively stable toolkit until start entire rewriting of everything.

@Emral
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Emral commented Aug 21, 2022

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?

@Wohlstand
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Wohlstand commented Aug 21, 2022

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.

@Wohlstand Wohlstand added this to the Moondust Project Neo milestone Nov 24, 2023
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