This language is written in C#, and supports callbacks to any managed functions (meaning you can make the script do anything in your own code).
I can apply this to COEmu NPC scripting. I'll provide examples of syntax usage, and also discuss what anybody wants implemented as a function (naming, how it works etc.)
I'll provide proof it works if anyone so needs it. I can implement this into any source that's coded in .NET (C#, VB.NET... etc) not just COEmu, and it can also work with already raw-coded NPCs. It supports basic functions such as math on integers, function defining/calling, external function call backs, and string usage as parameters for functions. So far there's only two types implemented:
'number' which is defined back as a 32-bit signed integer, and
'text' which is defined back as a standard .NET System.String.
Anything needed can be easily defined as a function callback in a few lines of code.
Examples of syntax: (Basis of what I could implement.)
Code:
function: null mainDlg()
say('Hello,~I~am~a~scripted~NPC.')
option('Cool',1)
option('Fail!',-1)
face(30)
end()
endfunc
function: null dlg1()
say('Inorite?!')
option('Bye.',-1)
face(30)
end()
endfunc
Code:
check var = var check var > var check var < var check var >= var check var <= var
Code:
check getname() = 'tao4229'
say('Hello~tao4229!')
else
say('I~dont~know~you.')
endcheck
Code:
number i = 0 + 1 + 2 - 3 * 7 i = i - 3
IE
Code:
check i + 3 - 2 = 8 endcheck or function(i + 3, 2 - 1)
Any questions just ask.
(There's a bit more to the language I've left out.)
If you've got a problem with the '~' inside text, I'll work on fixing that now, just couldn't be bothered when I was doing it earlier.






