- Joined
- Jan 26, 2014
- Messages
- 1,281
- Reaction score
- 106
- First Language
- Irish
- Primarily Uses
- N/A
I feel that while JavaScript is the best option for a new language, I feel that the plugin manager made it much more restrictive. Here's why:
In my examples, I mentioned Achievements and Story Book plugins as an example. Let's say you want to make a plugin that hoards achievements, yes? Then, the plugin user decides that she wants to add another achievement. She can't, because everything is inside the plugin manager now.
Back in Ace, since we do use the script editor we can freely add variables to our liking very much easier.
My question is,
how would the plugin writers defeat this problem? What are the viable ways to make the plugin user create an extensive and non restrictive plugin to add variables that is changable in our out of the game?
Aside from opening the plugin in an IDE or Text Editor, that is.
- Changes are made inside the plugin manager. Everything that the plugin writer puts there are the ones that can be modified.
- Because of the plugin manager changing the values you want modified, you can't openly add something you want.
- Plugins such as Achievements, Story Books, In Game changed values for the plugins isn't that widely free to do.
In my examples, I mentioned Achievements and Story Book plugins as an example. Let's say you want to make a plugin that hoards achievements, yes? Then, the plugin user decides that she wants to add another achievement. She can't, because everything is inside the plugin manager now.
Back in Ace, since we do use the script editor we can freely add variables to our liking very much easier.
My question is,
how would the plugin writers defeat this problem? What are the viable ways to make the plugin user create an extensive and non restrictive plugin to add variables that is changable in our out of the game?
Aside from opening the plugin in an IDE or Text Editor, that is.

