VortexSurfer wrote:
But the amount of scripting required makes the implementation of larger puzzles somewhat tedious, as long as you can't import a batch of scripting commands from a file which you could generate e.g. with another (non-DROD) script. Now that would be nice ... But I think I read somewhere the developers decided against it. And they are perhaps right about that ...
Ouch. That makes a few potentially nifty ideas too difficult to bother with, and increases the work involved in many more moderate things. I suppose the format of a JtRH *.hold isn't really known? (It sure doesn't look simple, after a very brief bit of poking. I suspect it's compressed, and I have no way of guessing how.) It's true that making creation of large scripts too easy allows for abuses against the spirit of the game, but the scripts do that already. And ultimately, every user-created hold is the responsibility of its architect. So I wouldn't see a problem with such tools. Or maybe giving those who want to "
push the boundaries"
a description of the .hold format but discouraging general tools would be a middle ground here.
At first I thought the chessboard challenge wouldn't be too bad... but the biggest problem is that the scripting system has no concept of relative position (whether measuring doors, NPCs, Beethro, whatever, everything is done by absolute position). So the rules in the script would need to account for moves from every starting square individually, just about. Possible, but not something I want to do in program-by-clicking.