Interesting... Idea? [Easier TADS library for new users]

I think you might be getting a little over my head. Would it not work as well to simply write a transform() method on a given object, in which you use setMethod as needed to make the changes to the object that the transformation requires? Then your source object remains the same… I’m sure I don’t really have the picture of how your transformers work, but if the original moves into nil and goes permanently out of scope, what can you do with setting its self_ property?
I think I’d need a game example to really know what you’re going for, sorry for not catching on…

Check the github, should have an example up, but I’m tucking in for the night. It’s a bit all over the place, but hopefully you might understand from the code. https://github.com/Th3OneAndOnly/Basic-Lib

Github link is obsolete now! I have renamed the project to AdventEX(tension) and the link is https://github.com/Th3OneAndOnly/AdventEX . I also added the automatic doors as well. Check it out!

Okay. I made a check over the code, and finalized some things. Here the latest release of AdventEX! https://github.com/Th3OneAndOnly/AdventEX/tree/v1.0.0 I might want to take this to a new, more centralized topic where I can gather info on what people want out of Adv3 and see what I can do to implement. But I’m going to bed now. so have fun with this!

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K. for anyone confused about how to even use this, I made a wiki. https://github.com/Th3OneAndOnly/AdventEX/wiki Hopefully this might help. Also, please use v1.0.1 as v1.0.0 had some major bugs with rooms (as always lol). Note any more bugs/issues/suggestions in the Issues tab of the Github page. Thanks!

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@johnnywz00
I just read in the System manual, apparently it’s defined in Adv3! Well, TADS provides the means, but Adv3 defines what it does. Check out the ‘Contained Objects’ section of the System Manual.

Although… I just tried it, and broke everything lol. I guess it’s not meant to be messed with.

Yeah, I didn’t realize the + sign was a statement in adv3. But that doesn’t necessarily mean you could make the same type of statement with a minus sign does it? Didn’t it say the plus sign tracking was built into the compiler? Interesting idea anyway…

Haha I see what you did there. Yeah it was just something I noticed. Playing around with it, I only succeeded in breaking things so I don’t think replicating that with minus signs is possible… Maybe if we used macros, but that seems like it wouldn’t be limited to top-level objects and it would ruin equations.