Comments (10)
What you think @theludovyc and @MatteoPiovanelli-Laser ??
from rakugo-dialogue-system.
I haven't dug in rakuscript enough to really weigh in on this.
Personally, I never use the in
keyword in if
clauses, because I've been writing if
s without it for too long, but it's just a matter of habit.
What is your reasoning against loops?
from rakugo-dialogue-system.
I haven't dug in rakuscript enough to really weigh in on this. Personally, I never use the
in
keyword inif
clauses, because I've been writingif
s without it for too long, but it's just a matter of habit.
in
in if
s are allows to write complied conditions with many and
s or or
s easier.
if true in [x, y, z]:
# is same as gdscript
if x or y or z:
What is your reasoning against loops?
RakuScript is aim to write branching dialogs,
if you really need loops RakuScript supports gdscript
blocks with which you can write almost any gdscript code.
from rakugo-dialogue-system.
So you are saying to have a base rakuscript that does what the scripting in renpy does, and is easy to parse by a non programmer into one (or several) text files for the dialogues and scenes (as in, not necessarily godot's scenes, but a story's scenes). If someone has to put complex logic into them, then they have the option to use gdscript directly. Right? I can support that.
from rakugo-dialogue-system.
So you are saying to have a base rakuscript that does what the scripting in renpy does, and is easy to parse by a non programmer into one (or several) text files for the dialogues and scenes (as in, not necessarily godot's scenes, but a story's scenes). If someone has to put complex logic into them, then they have the option to use gdscript directly. Right? I can support that.
Yes.
from rakugo-dialogue-system.
as possible counterpoints to what I just said:
- the syntax with gdscript should allow mixing gdscript and rakuscript clearly, so that it's possible for example, to have a character say a line 10 times by looping 10 times.
- renpy has an explicit
while
statement to avoid having to mix syntaxes per my previous point.
from rakugo-dialogue-system.
the syntax with gdscript should allow mixing gdscript and rakuscript clearly, so that it's possible for example, to have a character say a line 10 times by looping 10 times.
Sorry for some reason I had some block in my mind I could think about loops only in case of every advanced code, but you are right in this case loop would be useful, so I no longer against it.
renpy has an explicit
while
statement to avoid having to mix syntaxes per my previous point.
I didn't know that renpy has loops I didn't saw it in any renpy code I saw, and if it is in their docs I miss it.
from rakugo-dialogue-system.
To be fair, I can see not needing loops in 99% of "normal" vns.
But there are several things a while
statement can make nicer. For example, a character describing their clothes/inventory in a dialogue, by iterating over them.
Link to renpy's while
statement: https://www.renpy.org/doc/html/conditional.html#while-statement
Honestly, I've never seen it in the wild, but I've never looked too hard for it.
from rakugo-dialogue-system.
renpy has an explicit
while
statement to avoid having to mix syntaxes per my previous point.
You are wrong here @MatteoPiovanelli-Laser, every programming language has while
loop, but is not used so often.
I moved this discussion about loops to separated issue #64
from rakugo-dialogue-system.
This issue is should closed a long time ago, as our if
to check its condition uses Godot's Expression
class.
A class that allows you to execute the GDScript code given in string, and GDScript supports in
so our RakuScript too.
So I closing it @theludovyc .
from rakugo-dialogue-system.
Related Issues (20)
- Better support for translation
- Add support for paths to jump HOT 3
- Add the full example from the doc
- Fix the test TestParser/TestVariables
- My fixes to 2.1.1
- Fix Ask, is not correspond to the doc HOT 1
- Simplify the way to use the character name in a string HOT 1
- Add syntax highlighting for *.rk scripts in godot build-in code editor HOT 2
- Executer, Variables in string are only replaced in SAY HOT 21
- Trying to use \" in string gives an error HOT 2
- Lot of character_tag empty warnings ! HOT 1
- Handle common operators for variable assignment
- Handle boolean value, true and false, for variable
- Add Arrays to RakuScript
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- Move addon settings to the same space as in Rakugo Game Template
- Comment out chocie in menu, also removes choices after comment
- Jump on values where the ! operator returns true in gdscript fails HOT 1
- Remove notify() and sg_notify as they are not emited and statement for them dosen't exist
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